XFE Git
XFE Studio Git
Git 首页 全局搜索
XFE 主站 文档 NuGet

XFEEDToolBox

【WinUI】XFE精英危险工具箱

公开
关注 0 Fork 0 Star 0
UTF-8

Original galaxy grid geometry

All original addresses refer to the hash-pinned6891 client. No game process or original function is invoked. Extract-OriginalGalaxyGrid.py verifies the exact PE constants, axis masks and frozen style at render-config295:14000+1A0, then writes power-outer-sources/original-grid.json.

Original frame 3A26BF0 reads display index4 and calls 3A1EDE0. The generator gets actual orbit distance via interface552B8E0+50/1A404D0, copying mainbase100 (orbitbase70+90). Its+48/F847C0 getter supplies actual focus from mainbase110. These are light years, independent of the selected star and target pose.

Grid spacing is1ly through60ly distance,10 above60,100 above600, and1000 above6000. Every threshold is strict. It subtracts the original Sol origin, snaps X/Z using floor(relative/step+.5)*step, preserves actual focusY, and restores the origin. The application already stores Sol-relative coordinates, so only this relative lattice is needed. Negative halfway positions follow the original floor rule.

Each axis has99 lines, indexed-49 through49. Every line spans±50 grid steps on the other axis; total198. The world-width multiplier starts at1 and increases by5 at each successive divisibility level10/100/1000/10000, capped at distance/10. The original base width is.02, and the frozen RGBA is(.3,.9,.9,.15).

GalaxyOriginalGrid preserves these world endpoints and width multipliers. GalaxyMapGeometry.WriteOriginalGrid projects/clips them through the same camera as actual stars; Main now uses this path and the original RGBA. Three regressions verify strict distance boundaries,198 complete lines, negative snapping, actual height preservation, major-line levels and bounded shared-camera projection. The221-test Galaxy regression cut passed before the following visual check.

This restores the authored geometry and colour, not the entire original StarMapLine pipeline. The existing shared line renderer is one pixel wide; original world-width rasterisation, line texture, fade, shared RGB multiplier and final output remain separate work. Current FOV/clip values are still explicit tool parameters pending the original camera-state evidence. Screenshot capture and live-game comparison must be recorded independently.