Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
345 lines
10 KiB
Markdown
345 lines
10 KiB
Markdown
# Phase C.1 PES particle pseudocode
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Retail sources:
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- `docs/research/named-retail/acclient_2013_pseudo_c.txt`
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- `ParticleEmitterInfo::{GetRandom*,InitEnd,ShouldEmitParticle,UnPack}`
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at `0x005170d0..0x005179f0`
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- `ParticleManager::{CreateParticleEmitter,DestroyParticleEmitter,StopParticleEmitter}`
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at `0x0051b6c0..0x0051b7a0`
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- `Particle::{Update,Init}` and `ParticleEmitter::{EmitParticle,UpdateParticles}`
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at `0x0051b863..0x0051d400`
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- `PhysicsScript::{UnPack}` at `0x005218b0`
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- `CallPESHook::Execute`, `CreateParticleHook::Execute`,
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`DestroyParticleHook::Execute`, `StopParticleHook::Execute` at
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`0x00529eb0..0x0052a070`
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- `GameSky::{Draw,CreateDeletePhysicsObjects}` at
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`0x00506ff0..0x005075d0`
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- `docs/research/named-retail/acclient.h`
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- `EmitterType`, `ParticleType`
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- `ParticleEmitterInfo`, `Particle`, `ParticleEmitter`
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- `CreateParticleHook`, `CreateBlockingParticleHook`,
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`DestroyParticleHook`, `StopParticleHook`, `CallPESHook`
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- `CelestialPosition` with `pes_id`
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- Cross-checks:
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- `references/ACViewer/ACViewer/Physics/Particles/*`
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- `references/ACE/Source/ACE.DatLoader/Entity/ParticleEmitterInfo.cs`
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- `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ParticleBatcher.cs`
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## ParticleEmitterInfo
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```text
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UnPack(reader):
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read id/header
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read unknown
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read emitter_type
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read particle_type
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read gfxobj_id
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read hw_gfxobj_id
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read birthrate
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read max_particles
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read initial_particles
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read total_particles
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read total_seconds
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read lifespan
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read lifespan_rand
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read offset_dir, min_offset, max_offset
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read A, min_a, max_a
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read B, min_b, max_b
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read C, min_c, max_c
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read start_scale, final_scale, scale_rand
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read start_trans, final_trans, trans_rand
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read is_parent_local
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InitEnd():
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sorting_sphere.center = (0, 0, 0)
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sorting_sphere.radius = max(max_offset, max_a * lifespan)
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RandomScale(base):
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value = base + RollDice(-1, 1) * scale_rand
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return clamp(value, 0.1, 10.0)
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RandomTrans(base):
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value = base + RollDice(-1, 1) * trans_rand
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return clamp(value, 0.0, 1.0)
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RandomLifespan():
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value = lifespan + RollDice(-1, 1) * lifespan_rand
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return max(value, 0.0)
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RandomVector(dir, min, max):
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return dir * Random(min, max)
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RandomOffset():
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v = random vector in [-1, 1]^3
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v = v - project(v, offset_dir)
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if length(v) is near zero:
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v = perpendicular fallback
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v = normalize(v)
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return v * Random(min_offset, max_offset)
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ShouldEmitParticle(emitter):
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if total_particles != 0 and emitter.total_emitted >= total_particles:
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return false
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if emitter.num_particles >= max_particles:
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return false
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if emitter_type == BirthratePerSec:
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return Timer.cur_time - emitter.last_emit_time > birthrate
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if emitter_type == BirthratePerMeter:
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delta = emitter.last_emit_offset - emitter.current_parent_offset
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return dot(delta, delta) > birthrate * birthrate
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return false
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```
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Notes:
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- Retail stores `birthrate` as seconds between emissions for
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`BirthratePerSec`, not particles per second.
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- Retail clamps start/final scale to `[0.1, 10]` and translucency to
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`[0, 1]`.
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- The named decomp shows final scale/trans add their own base values.
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ACE/ACViewer have a few copy-paste mistakes in these helpers; the decomp
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wins.
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## ParticleManager and emitter lifetime
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```text
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CreateParticleEmitter(parent, emitter_info_id, part_index, offset, requested_id):
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if requested_id != 0:
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remove existing emitter with requested_id
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info = Dat.Get(ParticleEmitterInfo, emitter_info_id)
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emitter = makeParticleEmitter()
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emitter.SetInfo(info)
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emitter.SetParenting(parent, part_index, offset)
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emitter.InitEnd()
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emitter.id = requested_id if requested_id != 0 else next_emitter_id++
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particle_table.add(emitter.id, emitter)
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return emitter.id
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DestroyParticleEmitter(id):
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remove emitter id from particle_table
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StopParticleEmitter(id):
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emitter.stopped = true
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UpdateParticles():
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for each emitter:
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keep = emitter.UpdateParticles()
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if !keep:
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remove emitter
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```
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`ParticleEmitter::EmitParticle` finds a free/recyclable slot, samples all
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random fields from the `ParticleEmitterInfo`, initializes a `Particle`, adds
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the particle part, and records `total_emitted`, `last_emit_time`, and
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`last_emit_offset`.
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`ParticleEmitter::UpdateParticles`:
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```text
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if drawable/parent is valid:
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for each live particle:
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parent_frame = parent-local ? current parent frame : particle.start_frame
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particle.Update(parent_frame, now, persistent)
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if particle.lifetime >= particle.lifespan:
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kill particle
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while !stopped and info.ShouldEmitParticle(this):
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EmitParticle()
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if total_seconds != 0 and now - creation_time > total_seconds:
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stopped = true
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if total_particles != 0 and total_emitted >= total_particles:
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stopped = true
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return num_particles != 0 || !stopped
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```
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## Particle integrators
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Every particle computes position from age/lifetime, not by accumulating
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Euler steps. `parent.origin` below is the parent frame origin chosen by
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`is_parent_local`.
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```text
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age = now - birthtime
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Still:
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pos = parent.origin + offset
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LocalVelocity, GlobalVelocity:
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pos = parent.origin + offset + age * A
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ParabolicLVGA, ParabolicLVLA, ParabolicGVGA:
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pos = parent.origin + offset + age * A + 0.5 * age^2 * B
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ParabolicLVGAGR, ParabolicLVLALR, ParabolicGVGAGR:
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frame = parent
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frame.origin += offset + age * A + 0.5 * age^2 * B
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frame.rotate_by(age * C)
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pos = frame.origin
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Swarm:
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pos = parent.origin + offset + age * A
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pos.x += cos(age * B.x) * C.x
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pos.y += sin(age * B.y) * C.y
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pos.z += cos(age * B.z) * C.z
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Explode:
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pos.x = parent.origin.x + offset.x + (age * B.x + C.x * A.x) * age
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pos.y = parent.origin.y + offset.y + (age * B.y + C.y * A.x) * age
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pos.z = parent.origin.z + offset.z + (age * B.z + C.z * A.x + A.z) * age
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Implode:
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pos = parent.origin + offset + cos(A.x * age) * C + age^2 * B
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```
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`Particle::Init` resolves vector spaces once at spawn:
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```text
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offset = transform_local_vector(random_offset, start_frame)
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LocalVelocity, ParabolicLVGA:
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A = local_to_global(A)
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ParabolicLVLA:
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A = local_to_global(A)
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B = local_to_global(B)
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ParabolicLVGAGR:
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A = local_to_global(A)
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C = C
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Swarm:
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A = local_to_global(A)
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Explode:
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A = A
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B = B
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C = normalized random direction scaled by the local C axes
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Implode:
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A = A
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B = B
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offset *= C component-wise
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C = offset
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ParabolicLVLALR:
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A = local_to_global(A)
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B = local_to_global(B)
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C = local_to_global(C)
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ParabolicGVGA, GlobalVelocity:
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A/B/C remain global as applicable
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ParabolicGVGAGR:
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A and B remain global
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C = C
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```
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After motion:
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```text
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t = clamp(age / lifespan, 0, 1)
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scale = lerp(start_scale, final_scale, t)
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trans = lerp(start_trans, final_trans, t)
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opacity = 1 - trans
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```
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`StartTrans` / `FinalTrans` are transparency values, not source alpha.
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Retail sends the interpolated value to `PhysicsPart::SetTranslucency`; the
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render path uses its complement as opacity. WorldBuilder's particle renderer
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cross-check does the same (`opacity = 1 - currentTrans`).
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## PhysicsScript and hooks
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`PhysicsScript::UnPack` reads ordered `(start_time, hook)` entries and sorts
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them by start time. The runner keeps active script instances keyed by
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`(script_id, entity_id)` and fires all hooks whose `start_time <= elapsed`.
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Hook execution:
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```text
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CreateParticleHook:
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parent.create_particle_emitter(emitter_info_id, part_index, offset, emitter_id)
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CreateBlockingParticleHook:
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same particle creation path, plus sequencer blocking semantics
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DestroyParticleHook:
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parent.destroy_particle_emitter(emitter_id)
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StopParticleHook:
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parent.stop_particle_emitter(emitter_id)
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CallPESHook:
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parent.CallPES(pes_id, pause)
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```
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The C.1 implementation keeps hook dispatch in Core and renders the resulting
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particles in App. Nested `CallPESHook` stays in `PhysicsScriptRunner`, while
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`ParticleHookSink` converts create/destroy/stop hooks into runtime emitter
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handles.
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## Sky integration
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`CelestialPosition` has both `gfx_id` and `pes_id`. Retail sky object
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creation copies `properties` and draws two sky cells. A named-retail recheck
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on 2026-04-28 corrected the original C.1 assumption:
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```text
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SkyDesc::GetSky (0x00501ec0):
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copy SkyObject.gfx_id into CelestialPosition.gfx_id
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copy SkyObject.default_pes_object into CelestialPosition.pes_id
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copy properties / rotate / arc angle / tex velocity
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GameSky.CreateDeletePhysicsObjects (0x005073c0):
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for each visible CelestialPosition:
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post_scene = (properties & 0x01) != 0
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make/update sky gfx object from gfx_id in before/after cell
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do not read pes_id
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GameSky.MakeObject (0x00506ee0):
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CPhysicsObj::makeObject(gfx_id, 0, 0)
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set texture velocity
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GameSky.UseTime (0x005075b0):
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CreateDeletePhysicsObjects()
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CalcFrame()
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set_frame / luminosity / diffusion / translucency
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do not read pes_id
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GameSky.Draw(post_scene):
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if post_scene == false:
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draw before_sky_cell
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else:
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draw after_sky_cell
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```
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The sky renderer must preserve the existing `0x01` pre/post split for sky
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meshes. `SkyObject.default_pes_object` is parsed and retained for diagnostics,
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but it is not a retail render-path particle source. In acdream the experimental
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sky-PES path is therefore gated behind `ACDREAM_ENABLE_SKY_PES=1` and disabled
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for normal visual comparison.
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## GL rendering
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WorldBuilder's `ParticleBatcher` confirms the GL-side policy:
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```text
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collect live billboard instances
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sort back-to-front by camera distance for alpha blending
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depth test enabled
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depth writes disabled
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cull disabled
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blend SrcAlpha/OneMinusSrcAlpha for alpha
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blend SrcAlpha/One for additive
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stream dynamic instance VBO
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draw instanced unit quads
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```
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C.1 keeps that policy and splits draw calls by particle render pass:
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- pre-scene sky particles after the pre-scene sky meshes
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- scene particles after opaque world/static objects
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- post-scene sky particles after post-scene sky/weather meshes
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