# Capital-ship part placement — runtime capture (ground truth) **Status:** ✅ **`e106` ADAN Destroyer FULLY BAKED (2026-07-26)** — all 8 parts (incl. the bridge both earlier captures missed, and the runtime-mirrored starboard hull) recovered from a second F10 capture and checked in to `data/ship_placements.txt`; the viewer renders it via the captured table. Remaining ships (e105, f101, f105/f106, turrets) need one capture each. ## Problem Capital ships ship as **split XBG7 parts** (hull bodies, bridge, engines, turrets) in `hidden/resource3d/Stage_SNN.xpr`. Reconstructing the whole ship needs each part's placement. Static reverse-engineering of the composite scene graph (`e_rou_`, `GN_*` frames) got the **hull right but external parts only approximately** — a `GN_*` frame is the mount *pivot*, and the real outboard / rotational offset lives in a detail sub-rig or in runtime code not recoverable statically. See `sylpheed-formats::ship::assemble_ship` (the static best-effort). ## Finding The **guest vertex buffer holds LOCAL coordinates** — byte-identical to the `.xpr` (verified: `e106_bdy_04`'s first vertex `(-20.0000,153.1539,45.9997)` matches the decode exactly). So parts are placed **entirely in the vertex shader**; the buffer carries no placement. (Contrast: static *stage* geometry is pre-transformed into world space and byte-matches the `.xpr` at file offsets — that's a different case.) The per-part transform is in the **vertex-shader float constants**. For the ship shader (`vs=0xC7F781F4C1D58054`), constants `c0..c2` are the **WorldViewProjection** matrix rows: - Their norms are `(sx, sy, 1)` = the projection x/y scales; `sy/sx ≈ 1.78 = 16:9` aspect. Dividing each row by its norm gives the rigid **WorldView** (verified: normalized rows orthonormal to 1e-4, `det = +1`). - The camera View cancels when expressing every part relative to a reference part: `rel_p = WV_ref⁻¹ · WV_p` = `(Rᵀ_ref·R_p , Rᵀ_ref·(T_p − T_ref))` — a pure ship-space rigid transform. Applying `rel_p` to part `p`'s local geometry assembles the ship exactly, in the reference part's frame. (`c4..c14` also vary per part — likely a normal matrix / a second WVP variant / WorldView split; not needed, `c0..c2` suffice.) ## Capture instrumentation Branch **`capture-ship-placement`** in the `xenia-canary-native` worktree (off the `instrument-current`-descended native branch, which already has GPU `log_draws`). - **F10** in the emulator window → `xe::gpu::RequestShipCaptureFrame()`. - Dumps the next ≤8000 draws (de-duped by vertex-buffer address) to **`xenia_ship_capture.log`** in the binary's dir (`build/bin/Linux/Release/`). Per draw: ``` DRAW vbase=0x… stride=… vcount=… indices=… prim=… vs=0x… pos: (x,y,z) … up to 64 LOCAL vertex positions (== .xpr) vsconst base=N: c0=(x,y,z,w) c1=… … first 48 VS float4 constants ``` - Files: `src/xenia/gpu/command_processor.{cc,h}` (`CaptureShipDrawForRE`, `RequestShipCaptureFrame`), `src/xenia/app/emulator_window.cc` (F10 key). - Run: `run-canary-native.sh` (HW Vulkan, interactive). Play into the mission, frame the ship side-on, press F10. ## Correlator (now a library module) The correlation math lives in **`sylpheed-formats::ship_capture`** (unit-tested with synthetic captures): `parse_capture` → `CapturedDraw`s, `correlate(id, draws, parts, ref_sub)` → a `ShipPlacement` (each part in the reference frame), and `serialize_table`/`parse_table` for the checked-in text table. Two capture formats are accepted (auto-detected): the F10 ship-capture snapshot ([`parse_capture`]) and the **draw-logger** format `mission_draws.log`/ `xenia_re_draws.log` (`parse_drawlog` — groups the ship shader `SHIP_VS_HASH`'s draws by vertex-buffer `base`, `vcount = size_words/stride_words`). So a capital ship seen in a normal instrumented run can be baked without a dedicated F10 pass. ### Matching rules (learned from the real 2026-07-26 capture) - **LOD-aware**: a distant ship draws its `_m`/`_l` copies — same part, same local frame, different vcount. Each part tries every variant vcount. - **Position-validated**: a vcount hit alone can be a coincidence (a foreign 51-vert mesh nearly hijacked the bridge slot). Every candidate draw's dumped positions must be found in the part's decoded position set or it is rejected. Validation is **set-based** (buffer order ≠ decode order) against the **union** of the part's variants — the real capture had a draw whose `vcount` equalled the `_m` count while its buffer held the FULL-detail geometry. - **Runtime mirror**: a port/starboard pair shares one file geometry; the engine uploads the second instance **X-reflected**. A draw that validates only under X-negation is accepted as the mirror, and the placement bakes `diag(−1,1,1)` (the viewer reverses triangle winding for det < 0). - The mission ship shader can be a different hash per lighting variant (`0x3A0829CC71516789` in this capture) — the F10 path doesn't filter by hash, it validates by geometry instead. `examples/correlate_capture.rs` is the CLI wrapper: ``` SYLPHEED_ISO=… cargo run --release --example correlate_capture -- \ [ref_part_substr] [--emit] ``` Decodes the ship's base parts (for their vertex counts = the match key), correlates, prints each part's ship-relative transform, and with `--emit` prints the `ship …` block to paste into the placement table. ## Baked table + viewer preference `crates/sylpheed-formats/data/ship_placements.txt` is the checked-in placement table (embedded via `ship_capture::embedded_placement`). The viewer's `build_ship_model` uses a ship's captured entry when present, else falls back to the static `assemble_ship` (`external` toggle). **The table is currently empty** — a real F10 capture log is needed to bake in `e106` (and others); paste the `--emit` block into that file and rebuild. ## Validated result — `e106` ADAN Destroyer (Mission 1 / Stage_S01, side view) Vertex-count → part map (all matched exactly): bdy_01/02 = 1261, bdy_03 = 815, bdy_04 = 1633, eng_01 = 583, eng_02 = 491, wep_02_01 = 1002, brg_01 = 202. Ship-relative placement (reference = `bdy_04`, aft hull): | part | T (ship-relative) | note | |---|---|---| | bdy_04 | (0, 0, 0) | reference, aft hull | | eng_01 | (131, −133, −132) | **aft** (−Z), starboard | | eng_02 | (0, −49, −140) | aft, centre | | bdy_01 | (**−264**, −150, 1165) | **port** hull, forward | | bdy_02 | (**+264**, −150, 1165) | **starboard** hull, forward | | bdy_03 | (0, −35, 1076) | forward keel/spine | | wep_02_01 | (0, 49, 1009) | forward weapon | Assembled extent **872 × 670 × 2181** (a coherent ~2181-long destroyer). **Key wins vs static:** `bdy_01`/`bdy_02` are a **port/starboard pair** (X = ∓264), which static had overlapping at one point; engines land correctly aft; the ship is not the 1894-tall tower the static Y put out. **Missing:** `brg_01` (bridge, vcount 202) was **culled/occluded** at that camera angle (0 draws) — needs a second capture framing the superstructure. ## What the static assembler gets wrong (measured, `e106` in Stage_S01) Decoding the real container (`examples/ship_dump.rs`) shows the static `assemble_ship` is **incomplete** — the capture is required to fix all of: - **`bdy_01` / `bdy_02` overlap**: both get the *same* composite transform (T = (−116, 0, 857)); the real ship is a **port/starboard pair** at X = ∓264 (the mirror is applied at runtime, like the DeltaSaber fins in `saber_measured`). - **`eng_02` and `wep_02_01` are never placed**: they aren't `rou_` hull nodes and aren't in the external category list, so they drop out entirely. - Only `brg_01` + `eng_01` get the approximate `GN_*`-frame treatment. So even the *hull* tier is not fully correct, and no static signal supplies the missing offsets (verified: the part vertex buffers are pure local coords). The capture-driven table is the only path to correctness — there is nothing more to squeeze statically. > Offline status: the draw logs on this box are the **player fighter**, not a > capital ship, so no capital-ship table can be baked here yet. Capture `e106` > (Stage_S01, side-on) on the emulator box — F10 **or** just save > `mission_draws.log` with the ship on screen — then `correlate_capture … --emit`. ## Next steps 1. ~~**Bake:** promote the correlator to a module + checked-in table + viewer preference.~~ **DONE** (`ship_capture` module, `data/ship_placements.txt`, `build_ship_model` prefers it). Remaining: run the captures below and paste the `--emit` blocks in — needs the emulator (F10), can't be done offline. 2. **e106 + bridge:** re-capture `e106` (Stage_S01) framing the superstructure so `brg_01` (culled last time) is included, then `--emit` → bake. 3. **Other ships:** one side-on F10 capture each for the cruiser (`e105`, Stage_S02), ACROPOLIS (`f101`), TCAF cruiser/destroyer (`f105`/`f106`). 4. **Turrets:** the shared `e3NN`/`e4NN` gun models appear as their own draws in the capture too — correlate them to place turrets (static never resolved these).