The second F10 capture (ship at _m LOD distance) closes e106 entirely: all 8 parts placed including the bridge both earlier captures missed, cross-validating the doc's 7 known translations to 0.1 units and adding brg_01 at the exact centreline (0, 153.3, -164.0). Matching hardened by what the real capture taught us: - LOD-aware: each part tries every variant vcount (base/_m/_l/_d) — a distant ship draws its LOD copies, same local frame. - Position-validated, SET-based, against the UNION of a part's variants: buffer order != decode order, and one draw's vcount equalled the _m count while its buffer held the FULL 1633-vert geometry. A coincidental vcount (foreign 51-vert mesh vs the bridge) is rejected by geometry. - Runtime mirror handled: twins share one file geometry; the engine uploads the starboard copy X-reflected. Mirror-validated draws bake diag(-1,1,1) and the viewer reverses triangle winding for det<0 so front faces stay outward. - Near-axis rotation entries snapped to exact 0/+-1 for a clean table; eng_01 keeps its genuine 30-degree nacelle rotation. data/ship_placements.txt now ships e106 (viewer renders via the captured table); embedded_e106_is_complete locks the baked data. part_pos + capture_match helper examples added. 10 ship_capture tests; 80 formats-lib tests green; viewer builds. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
171 lines
9.0 KiB
Markdown
171 lines
9.0 KiB
Markdown
# Capital-ship part placement — runtime capture (ground truth)
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**Status:** ✅ **`e106` ADAN Destroyer FULLY BAKED (2026-07-26)** — all 8 parts
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(incl. the bridge both earlier captures missed, and the runtime-mirrored
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starboard hull) recovered from a second F10 capture and checked in to
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`data/ship_placements.txt`; the viewer renders it via the captured table.
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Remaining ships (e105, f101, f105/f106, turrets) need one capture each.
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## Problem
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Capital ships ship as **split XBG7 parts** (hull bodies, bridge, engines, turrets)
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in `hidden/resource3d/Stage_SNN.xpr`. Reconstructing the whole ship needs each
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part's placement. Static reverse-engineering of the composite scene graph
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(`e_rou_<id>`, `GN_*` frames) got the **hull right but external parts only
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approximately** — a `GN_*` frame is the mount *pivot*, and the real outboard /
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rotational offset lives in a detail sub-rig or in runtime code not recoverable
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statically. See `sylpheed-formats::ship::assemble_ship` (the static best-effort).
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## Finding
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The **guest vertex buffer holds LOCAL coordinates** — byte-identical to the
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`.xpr` (verified: `e106_bdy_04`'s first vertex `(-20.0000,153.1539,45.9997)`
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matches the decode exactly). So parts are placed **entirely in the vertex
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shader**; the buffer carries no placement. (Contrast: static *stage* geometry is
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pre-transformed into world space and byte-matches the `.xpr` at file offsets —
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that's a different case.)
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The per-part transform is in the **vertex-shader float constants**. For the ship
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shader (`vs=0xC7F781F4C1D58054`), constants `c0..c2` are the **WorldViewProjection**
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matrix rows:
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- Their norms are `(sx, sy, 1)` = the projection x/y scales; `sy/sx ≈ 1.78 = 16:9`
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aspect. Dividing each row by its norm gives the rigid **WorldView** (verified:
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normalized rows orthonormal to 1e-4, `det = +1`).
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- The camera View cancels when expressing every part relative to a reference part:
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`rel_p = WV_ref⁻¹ · WV_p` = `(Rᵀ_ref·R_p , Rᵀ_ref·(T_p − T_ref))` — a pure
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ship-space rigid transform. Applying `rel_p` to part `p`'s local geometry
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assembles the ship exactly, in the reference part's frame.
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(`c4..c14` also vary per part — likely a normal matrix / a second WVP variant /
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WorldView split; not needed, `c0..c2` suffice.)
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## Capture instrumentation
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Branch **`capture-ship-placement`** in the `xenia-canary-native` worktree (off the
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`instrument-current`-descended native branch, which already has GPU `log_draws`).
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- **F10** in the emulator window → `xe::gpu::RequestShipCaptureFrame()`.
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- Dumps the next ≤8000 draws (de-duped by vertex-buffer address) to
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**`xenia_ship_capture.log`** in the binary's dir
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(`build/bin/Linux/Release/`). Per draw:
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```
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DRAW vbase=0x… stride=… vcount=… indices=… prim=… vs=0x…
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pos: (x,y,z) … up to 64 LOCAL vertex positions (== .xpr)
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vsconst base=N: c0=(x,y,z,w) c1=… … first 48 VS float4 constants
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```
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- Files: `src/xenia/gpu/command_processor.{cc,h}` (`CaptureShipDrawForRE`,
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`RequestShipCaptureFrame`), `src/xenia/app/emulator_window.cc` (F10 key).
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- Run: `run-canary-native.sh` (HW Vulkan, interactive). Play into the mission,
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frame the ship side-on, press F10.
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## Correlator (now a library module)
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The correlation math lives in **`sylpheed-formats::ship_capture`** (unit-tested with
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synthetic captures): `parse_capture` → `CapturedDraw`s, `correlate(id, draws,
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parts, ref_sub)` → a `ShipPlacement` (each part in the reference frame), and
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`serialize_table`/`parse_table` for the checked-in text table.
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Two capture formats are accepted (auto-detected): the F10 ship-capture snapshot
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([`parse_capture`]) and the **draw-logger** format `mission_draws.log`/
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`xenia_re_draws.log` (`parse_drawlog` — groups the ship shader `SHIP_VS_HASH`'s
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draws by vertex-buffer `base`, `vcount = size_words/stride_words`). So a capital
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ship seen in a normal instrumented run can be baked without a dedicated F10 pass.
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### Matching rules (learned from the real 2026-07-26 capture)
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- **LOD-aware**: a distant ship draws its `_m`/`_l` copies — same part, same
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local frame, different vcount. Each part tries every variant vcount.
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- **Position-validated**: a vcount hit alone can be a coincidence (a foreign
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51-vert mesh nearly hijacked the bridge slot). Every candidate draw's dumped
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positions must be found in the part's decoded position set or it is rejected.
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Validation is **set-based** (buffer order ≠ decode order) against the **union**
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of the part's variants — the real capture had a draw whose `vcount` equalled
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the `_m` count while its buffer held the FULL-detail geometry.
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- **Runtime mirror**: a port/starboard pair shares one file geometry; the engine
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uploads the second instance **X-reflected**. A draw that validates only under
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X-negation is accepted as the mirror, and the placement bakes `diag(−1,1,1)`
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(the viewer reverses triangle winding for det < 0).
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- The mission ship shader can be a different hash per lighting variant
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(`0x3A0829CC71516789` in this capture) — the F10 path doesn't filter by hash,
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it validates by geometry instead.
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`examples/correlate_capture.rs` is the CLI wrapper:
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```
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SYLPHEED_ISO=… cargo run --release --example correlate_capture -- \
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<capture.log> <Stage_SNN> <ship_id> [ref_part_substr] [--emit]
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```
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Decodes the ship's base parts (for their vertex counts = the match key), correlates,
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prints each part's ship-relative transform, and with `--emit` prints the `ship …`
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block to paste into the placement table.
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## Baked table + viewer preference
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`crates/sylpheed-formats/data/ship_placements.txt` is the checked-in placement
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table (embedded via `ship_capture::embedded_placement`). The viewer's
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`build_ship_model` uses a ship's captured entry when present, else falls back to
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the static `assemble_ship` (`external` toggle). **The table is currently empty** —
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a real F10 capture log is needed to bake in `e106` (and others); paste the
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`--emit` block into that file and rebuild.
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## Validated result — `e106` ADAN Destroyer (Mission 1 / Stage_S01, side view)
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Vertex-count → part map (all matched exactly): bdy_01/02 = 1261, bdy_03 = 815,
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bdy_04 = 1633, eng_01 = 583, eng_02 = 491, wep_02_01 = 1002, brg_01 = 202.
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Ship-relative placement (reference = `bdy_04`, aft hull):
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| part | T (ship-relative) | note |
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|---|---|---|
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| bdy_04 | (0, 0, 0) | reference, aft hull |
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| eng_01 | (131, −133, −132) | **aft** (−Z), starboard |
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| eng_02 | (0, −49, −140) | aft, centre |
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| bdy_01 | (**−264**, −150, 1165) | **port** hull, forward |
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| bdy_02 | (**+264**, −150, 1165) | **starboard** hull, forward |
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| bdy_03 | (0, −35, 1076) | forward keel/spine |
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| wep_02_01 | (0, 49, 1009) | forward weapon |
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Assembled extent **872 × 670 × 2181** (a coherent ~2181-long destroyer).
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**Key wins vs static:** `bdy_01`/`bdy_02` are a **port/starboard pair** (X = ∓264),
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which static had overlapping at one point; engines land correctly aft; the ship is
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not the 1894-tall tower the static Y put out.
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**Missing:** `brg_01` (bridge, vcount 202) was **culled/occluded** at that camera
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angle (0 draws) — needs a second capture framing the superstructure.
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## What the static assembler gets wrong (measured, `e106` in Stage_S01)
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Decoding the real container (`examples/ship_dump.rs`) shows the static
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`assemble_ship` is **incomplete** — the capture is required to fix all of:
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- **`bdy_01` / `bdy_02` overlap**: both get the *same* composite transform
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(T = (−116, 0, 857)); the real ship is a **port/starboard pair** at X = ∓264
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(the mirror is applied at runtime, like the DeltaSaber fins in `saber_measured`).
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- **`eng_02` and `wep_02_01` are never placed**: they aren't `rou_` hull nodes and
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aren't in the external category list, so they drop out entirely.
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- Only `brg_01` + `eng_01` get the approximate `GN_*`-frame treatment.
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So even the *hull* tier is not fully correct, and no static signal supplies the
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missing offsets (verified: the part vertex buffers are pure local coords). The
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capture-driven table is the only path to correctness — there is nothing more to
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squeeze statically.
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> Offline status: the draw logs on this box are the **player fighter**, not a
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> capital ship, so no capital-ship table can be baked here yet. Capture `e106`
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> (Stage_S01, side-on) on the emulator box — F10 **or** just save
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> `mission_draws.log` with the ship on screen — then `correlate_capture … --emit`.
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## Next steps
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1. ~~**Bake:** promote the correlator to a module + checked-in table + viewer
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preference.~~ **DONE** (`ship_capture` module, `data/ship_placements.txt`,
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`build_ship_model` prefers it). Remaining: run the captures below and paste the
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`--emit` blocks in — needs the emulator (F10), can't be done offline.
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2. **e106 + bridge:** re-capture `e106` (Stage_S01) framing the superstructure so
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`brg_01` (culled last time) is included, then `--emit` → bake.
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3. **Other ships:** one side-on F10 capture each for the cruiser (`e105`,
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Stage_S02), ACROPOLIS (`f101`), TCAF cruiser/destroyer (`f105`/`f106`).
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4. **Turrets:** the shared `e3NN`/`e4NN` gun models appear as their own draws in the
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capture too — correlate them to place turrets (static never resolved these).
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