Merge campaign-cc6a: CC6a preview foundation + CC6b-PRE animation half, review-closed

CC6a (index->ObjDesc factory + static-pose offscreen renderer) and
CC6b-PRE (idle loop, rotation, zoom, alternate-setup plumbing) both
closed through dual-lens review -> fix round -> narrow re-review. The
branch carries its own cross-branch renumbering (TS-84, ISSUES #403) so
this merge is number-clean against the CC4 rows.

Notable review outcomes carried in: the barber refutation (chargen has
NO alternate-setup checkbox — all five write sites are gmBarberUI), the
idle-by-default finding with its corrected InitializePage evidence, and
the 180-degree initial heading owed to the mount half.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
This commit is contained in:
Erik 2026-08-15 19:40:15 +02:00
commit 11374484dc
27 changed files with 4294 additions and 28 deletions

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.World;
namespace AcDream.App.Rendering;
/// <summary>
/// Owns the chargen preview's per-frame idle-loop ↔ rest-pose playback,
/// mirroring <c>gmCG3DView::StartAnimation</c>/<c>StopAnimation</c>'s swap
/// (<c>0x004EE600</c>/<c>0x004EE640</c>) and
/// <c>gmCGAppearancePage::ZoomIn</c>/<c>ZoomOut</c>'s immediate call into it
/// (<c>0x0047D024</c>/<c>0x0047D160</c> — the swap happens the instant the
/// button is pressed, NOT once the camera's own 0.6s tween finishes).
///
/// <para>
/// <b>Retail default is idle-PLAYING, not frozen</b> — see
/// <see cref="ChargenPreviewEntityBuilder"/>'s class doc for the decomp
/// citations. This class's own default (<see cref="IsZoomedIn"/> starts
/// <c>false</c>) reproduces that: its constructor immediately plays the
/// idle animation's frame 0 when one resolved, matching
/// <c>gmCGAppearancePage::Update</c>'s own trailing
/// <c>if (m_bZoomedIn == 0) StartAnimation()</c> gate
/// (~0x0047EF01-0x0047EF12), which re-fires on every heritage/gender/
/// appearance change too — <see cref="SetZoomedIn"/> restarts the idle loop
/// at frame 0 on every transition INTO the playing state for the same
/// reason: <c>set_sequence_animation</c>'s <c>arg3=1</c> clears the sequence
/// before appending, so every <c>StartAnimation</c> call restarts the clip.
/// The DEFAULT-false claim itself rests on <c>gmCGAppearancePage::InitializePage
/// @ 0x0047FDD0</c>'s explicit <c>this-&gt;m_bZoomedIn = 0;</c> at
/// <c>0x004802C3</c> — written immediately after that same function sets the
/// camera to the zoomed-IN per-heritage eye (<c>0x00480286-0x0048029E</c>),
/// not from the ctor simply never touching the field (heap <c>operator new</c>
/// memory is indeterminate, not zero — that argument doesn't hold on its
/// own). One retail quirk this implies: the character starts framed close-up
/// AND not-zoomed-in at the same time, so the FIRST Zoom In click (once
/// mounted) tweens close-eye→close-eye — visually null — while still
/// freezing the animation; the port reproduces this faithfully rather than
/// treating it as a bug.
/// </para>
///
/// <para>
/// The page-mount half (CC6b, after CC4 merges) wires the Zoom In/Out
/// buttons to <see cref="SetZoomedIn"/> and the render loop to
/// <see cref="Tick"/>; nothing in this repository calls either yet.
/// </para>
/// </summary>
internal sealed class ChargenPreviewAnimator
{
/// <summary>
/// <c>gmCG3DView::StartAnimation</c>'s literal framerate argument
/// (<c>set_sequence_animation(this->m_pPlayerObject,
/// this->m_didAnimation.id, 1, 0, 30f)</c>, pseudo-C ~0x004ee61b).
/// </summary>
public const float IdleFramerate = 30f;
private readonly ChargenPreviewAnimatedBuild _build;
private float _currFrame;
private bool _zoomedIn;
// Double-buffered so a 30fps Tick doesn't allocate a fresh List<MeshRef>
// every frame: one buffer is whatever Entity.MeshRefs currently points
// at (potentially still being read by the renderer's own Render() call
// for this frame), the other is safe to Clear()+refill for the NEXT
// tick and only gets published once fully populated.
private readonly List<MeshRef> _meshRefsBufferA = [];
private readonly List<MeshRef> _meshRefsBufferB = [];
private bool _nextBufferIsA = true;
public ChargenPreviewAnimator(ChargenPreviewAnimatedBuild build)
{
_build = build ?? throw new ArgumentNullException(nameof(build));
_currFrame = build.IdleLowFrame;
if (build.IdleAnimation is not null)
ApplyIdleFrame(); // retail's true default: idle playing, frame 0.
// Else: Entity.MeshRefs already holds RestMeshRefs (set by
// TryBuildAnimated) as the best available fallback.
}
/// <summary>The live preview entity — mutated in place by <see cref="Tick"/>
/// and <see cref="SetZoomedIn"/>; the renderer never needs to re-call
/// <c>SetPreview</c> after the first assignment (<c>WorldEntity.MeshRefs</c>
/// is read fresh every draw — see its own doc comment).</summary>
public WorldEntity Entity => _build.Entity;
public bool IsZoomedIn => _zoomedIn;
/// <summary>
/// <c>gmCGAppearancePage::ZoomIn</c>/<c>ZoomOut</c>'s
/// <c>StopAnimation</c>/<c>StartAnimation</c> call, applied immediately
/// (retail does not wait for the camera tween to finish before swapping
/// animation state — see this class's own doc comment). No-op if
/// already in the requested state, matching retail's own early-return
/// guards (<c>ZoomIn</c>'s <c>if (m_bZoomedIn != 0) return</c>,
/// <c>ZoomOut</c>'s mirror).
/// </summary>
public void SetZoomedIn(bool zoomedIn)
{
if (_zoomedIn == zoomedIn)
return;
_zoomedIn = zoomedIn;
if (zoomedIn)
{
_build.Entity.MeshRefs = _build.RestMeshRefs;
}
else
{
_currFrame = _build.IdleLowFrame;
if (_build.IdleAnimation is not null)
ApplyIdleFrame();
}
}
/// <summary>
/// Advances the idle loop by <paramref name="elapsedSeconds"/>. No-op
/// while zoomed in (the rest pose is frozen — retail's framerate-0
/// <c>set_sequence_animation</c> call never advances) or when no idle
/// Animation resolved (heritage/DID gap; the entity keeps whatever pose
/// the constructor seeded).
/// </summary>
public void Tick(float elapsedSeconds)
{
if (_zoomedIn || _build.IdleAnimation is null || elapsedSeconds <= 0f)
return;
_currFrame = RetailAnimationCyclePlayback.Advance(
_currFrame, _build.IdleLowFrame, _build.IdleHighFrame, IdleFramerate, elapsedSeconds);
ApplyIdleFrame();
}
private void ApplyIdleFrame()
{
DatReaderWriter.DBObjs.Animation animation = _build.IdleAnimation!;
IReadOnlyList<ChargenPreviewDrawablePart> parts = _build.DrawableParts;
List<MeshRef> meshRefs = _nextBufferIsA ? _meshRefsBufferA : _meshRefsBufferB;
_nextBufferIsA = !_nextBufferIsA;
meshRefs.Clear();
foreach (ChargenPreviewDrawablePart part in parts)
{
bool resolved = RetailAnimationCyclePlayback.TryInterpolatePart(
animation, _currFrame, _build.IdleLowFrame, _build.IdleHighFrame,
part.SetupPartIndex, out Vector3 origin, out Quaternion orientation);
// Same defensive default as ApplyHeldPoseTransforms: a part
// index the bracketing frame doesn't cover (a Setup/Animation
// part-count mismatch, never expected in practice) keeps
// identity rather than a degenerate zero quaternion.
if (!resolved)
{
origin = Vector3.Zero;
orientation = Quaternion.Identity;
}
Matrix4x4 transform = RetailHeldPose.ComposePartTransform(part.DefaultScale, origin, orientation);
meshRefs.Add(new MeshRef(part.GfxObjId, transform) { SurfaceOverrides = part.SurfaceOverrides });
}
_build.Entity.MeshRefs = meshRefs;
}
}

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using System;
using System.Numerics;
using AcDream.Core.CharGen;
namespace AcDream.App.Rendering;
/// <summary>
/// Heritage-parameterized camera for the chargen 3D preview
/// (<c>gmCG3DView</c>, Appearance page viewport <c>0x100003bb</c> / Summary
/// <c>0x10000406</c>). Retail-exact eye positions, ported from
/// <c>gmCGAppearancePage::Update @ 0x0047E8F0</c> (pseudo-C ~139037-139114,
/// which sets <c>m_vectTargPosition</c>/<c>m_vectCurPosition</c> per
/// heritage and snaps them together with no tween — CC6a's static preview
/// renders that snapped default, the "zoomed-in" framing) and cross-checked
/// against the IDENTICAL literals in <c>gmCGAppearancePage::ZoomIn @
/// 0x0047CF00</c> (pseudo-C ~137618-137638). Direction is always
/// <c>(0,0,0)</c> ⇒ <c>CreatureMode::SetCameraDirection</c> resets the view
/// frame to IDENTITY — the SAME zero-yaw/zero-pitch convention
/// <see cref="DollCamera"/> already established for the paperdoll (look
/// straight down +Y, +Z up); every camera position below is used AS the
/// world-space eye directly, matching that camera's approach.
///
/// <para>
/// <b>Rotation is NOT a camera property.</b> Retail's continuous-rotation
/// button (<c>gmCGAppearancePage::DoRotation @ 0x0047CA80</c>) advances a
/// HEADING applied to the preview CHARACTER (<c>CPhysicsObj::set_heading</c>
/// inside <c>gmCG3DView::Update</c>, pseudo-C ~242088) — the camera's own
/// position/direction never change during a rotation. The heading itself
/// lives on <see cref="ChargenPreviewRotationController"/> (CC6b: the
/// <c>DoRotation</c>/<c>Rotate</c> port) and is applied to the entity via
/// <c>ChargenPreviewEntityBuilder.TryBuild</c>/<c>TryBuildAnimated</c>'s
/// <c>heading</c> parameter, not here; this class stays a fixed-per-heritage
/// eye, exactly like retail's own camera. <see cref="ChargenPreviewZoomController"/>
/// (CC6b: the <c>ZoomIn</c>/<c>ZoomOut</c>/<c>DoZoomAnimation</c> port) DOES
/// mutate this class's <see cref="Eye"/> — zoom is a camera concern, unlike
/// rotation.
/// </para>
/// </summary>
public sealed class ChargenPreviewCamera : ICamera
{
private static readonly Vector3 Up = Vector3.UnitZ; // AC up-axis = +Z, same as DollCamera/ChaseCamera.
private Vector3 _eye;
public ChargenPreviewCamera(uint heritageId = 0u)
{
_eye = ResolveDefaultEye(heritageId);
}
/// <summary>
/// The camera's current world-space eye. Settable so CC6b can react to a
/// heritage change without reconstructing the camera.
/// </summary>
public Vector3 Eye
{
get => _eye;
set => _eye = value;
}
/// <summary>Re-derives <see cref="Eye"/> for the given heritage id (retail's <c>mHeritageGroup</c>).</summary>
public void SetHeritage(uint heritageId) => _eye = ResolveDefaultEye(heritageId);
/// <summary>
/// Retail default (zoomed-in) camera eye per heritage. All four profiles
/// share <c>X=0</c>; only <c>(Y, Z)</c> — the AC world-space forward
/// offset and height — vary. FOUR distinct profiles across the 13
/// heritages, not five: standard heritages (Aluvian, Gharu'ndim, Sho,
/// Viamontian, Shadowbound, Gearknight, Lugian, Empyrean, Penumbraen,
/// Undead — everything except Tumerok/Olthoi/OlthoiAcid) share the SAME
/// numeric offset as Gearknight's own dedicated branch in the decomp.
/// </summary>
public static Vector3 ResolveDefaultEye(uint heritageId) => heritageId switch
{
(uint)ChargenHeritageGroup.Olthoi => new Vector3(0f, -1.85000002f, 1.85000002f),
(uint)ChargenHeritageGroup.OlthoiAcid => new Vector3(0f, -3.04999995f, 2.75f),
(uint)ChargenHeritageGroup.Tumerok => new Vector3(0f, -0.850000024f, 1.64999998f),
_ => new Vector3(0f, -0.550000012f, 1.64999998f),
};
/// <summary>
/// Retail zoomed-OUT camera eye per heritage
/// (<c>gmCGAppearancePage::ZoomOut @ 0x0047D050</c>, pseudo-C
/// ~137671-137687). CC6a does not implement the zoom button (CC6b) —
/// recorded here as the verified target CC6b's tween will animate
/// toward. Olthoi/OlthoiAcid each keep their own dedicated profile;
/// every other heritage — INCLUDING Tumerok, whose zoomed-IN profile is
/// special-cased but whose zoomed-OUT is not — shares one value.
/// </summary>
public static Vector3 ResolveZoomedOutEye(uint heritageId) => heritageId switch
{
(uint)ChargenHeritageGroup.Olthoi => new Vector3(0f, -3.79999995f, 1.14999998f),
(uint)ChargenHeritageGroup.OlthoiAcid => new Vector3(0f, -5.69999981f, 1.64999998f),
_ => new Vector3(0f, -2.5f, 0.95f),
};
/// <summary>
/// Seconds per 360° revolution for the continuous-rotation button
/// (<c>gmCGAppearancePage::m_dRotationPerSec</c>, ctor pseudo-C
/// ~137523-137524 / ~226652-226653: raw double bits low32=0x00000000,
/// high32=0x40080000 → exactly 3.0 — the decompiler shows this cleanly,
/// no reconstruction needed). Retail's own per-tick formula
/// (<c>gmCGAppearancePage::DoRotation @ 0x0047CA80</c>, pseudo-C
/// ~0x0047CAC7): <c>deltaDegrees = ((now - lastRotateTime) /
/// RotationSecondsPerRevolution) * 360</c> — CC6b's rotation controller
/// consumes this constant in exactly that shape, not as a
/// degrees-per-second rate. NOT applied here; see this class's own doc
/// comment on why rotation is not a camera concern.
/// </summary>
public const float RotationSecondsPerRevolution = 3.0f;
/// <summary>
/// Zoom tween duration in seconds
/// (<c>gmCGAppearancePage::DoZoomAnimation @ 0x0047C960</c>'s
/// reset-if-invalid default, cross-confirmed by <c>ZoomIn</c>/<c>ZoomOut</c>'s
/// own <c>-0.1</c> sentinel write, which deliberately invalidates
/// <c>m_dAnimDuration</c> so the very next <c>DoZoomAnimation</c> tick
/// resets it to this same value). The campaign plan flagged this
/// constant as decompiler-garbled (both sites split the raw double
/// across two 32-bit stores, and the decompiler mis-renders the LOW
/// dword's store as a bogus float literal instead of raw bits) — it is
/// NOT unrecoverable: reinterpreting each garbled float literal as its
/// own raw 32-bit pattern and pairing it with the store's (clean) high
/// dword reconstructs an exact IEEE-754 double both times.
/// <c>DoZoomAnimation</c>'s own reset path: low32 from
/// <c>4.17232506e-08f</c> reinterpreted = <c>0x33333333</c>, high32 =
/// <c>0x3fe33333</c> (clean) → exactly <b>0.6</b>. Cross-check via
/// <c>ZoomIn</c>/<c>ZoomOut</c>'s sentinel: low32 from
/// <c>-1.58818684e-23f</c> reinterpreted = <c>0x9999999A</c>, high32 =
/// <c>0xbfb99999</c> (clean) → exactly <b>-0.1</b>, the well-known
/// IEEE-754 bit pattern for -0.1 (<c>0xBFB999999999999A</c>) — confirming
/// the reconstruction technique itself, not just this one value.
/// </summary>
public const float ZoomTweenDurationSeconds = 0.6f;
public float FovRadians { get; set; } = MathF.PI / 4f; // retail CreatureMode default, same as DollCamera.
public float Near { get; set; } = 0.1f;
public float Far { get; set; } = 50f;
public float Aspect { get; set; } = 1f;
public Matrix4x4 View =>
Matrix4x4.CreateLookAt(_eye, _eye + Vector3.UnitY, Up);
public Matrix4x4 Projection =>
Matrix4x4.CreatePerspectiveFieldOfView(FovRadians, Aspect <= 0f ? 1f : Aspect, Near, Far);
}
/// <summary>
/// Internal private-viewport adapter, mirroring <c>DollViewportCamera</c>'s
/// role for <see cref="ChargenPreviewCamera"/>.
/// </summary>
internal sealed class ChargenPreviewViewportCamera : IPrivateEntityViewportCamera
{
private readonly ChargenPreviewCamera _camera;
public ChargenPreviewViewportCamera(uint heritageId = 0u)
{
_camera = new ChargenPreviewCamera(heritageId);
}
public void SetHeritage(uint heritageId) => _camera.SetHeritage(heritageId);
public Vector3 Eye => _camera.Eye;
public float FovRadians
{
get => _camera.FovRadians;
set => _camera.FovRadians = value;
}
public float Near
{
get => _camera.Near;
set => _camera.Near = value;
}
public float Far
{
get => _camera.Far;
set => _camera.Far = value;
}
public float Aspect
{
get => _camera.Aspect;
set => _camera.Aspect = value;
}
public Matrix4x4 View => _camera.View;
public Matrix4x4 Projection => _camera.Projection;
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Content;
using AcDream.Core.CharGen;
using AcDream.Core.Meshing;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Rendering;
/// <summary>
/// One resolved drawable part of the chargen preview body — a Setup part
/// index (needed to sample <c>Animation.PartFrames[frame].Frames[index]</c>
/// and <c>Setup.DefaultScale[index]</c>) paired with its resolved GfxObj id,
/// default scale (captured once at build time — scale never changes across
/// an idle cycle), and surface overrides. <see cref="ChargenPreviewAnimator"/>
/// walks this list every tick without touching the dat source again.
/// </summary>
internal readonly record struct ChargenPreviewDrawablePart(
int SetupPartIndex,
uint GfxObjId,
Vector3 DefaultScale,
IReadOnlyDictionary<uint, uint>? SurfaceOverrides);
/// <summary>
/// The richer sibling of <see cref="ChargenPreviewEntityBuilder.TryBuild"/>'s
/// result: the built <see cref="WorldEntity"/> (seeded with retail's true
/// default pose — see <see cref="ChargenPreviewAnimator"/>) plus everything
/// needed to drive it frame-by-frame without re-touching the dat source —
/// the resolved drawable parts, the precomputed frozen rest pose, and the
/// resolved idle Animation + its frame range.
/// </summary>
internal sealed class ChargenPreviewAnimatedBuild
{
public required WorldEntity Entity { get; init; }
public required IReadOnlyList<ChargenPreviewDrawablePart> DrawableParts { get; init; }
/// <summary>
/// The held final-frame rest pose, precomputed once (retail:
/// <c>gmCG3DView::StopAnimation</c>'s framerate-0
/// <c>set_sequence_animation</c> call never advances, so there is
/// nothing to recompute per tick while zoomed in). Falls back to each
/// part's raw Setup-default transform (no-op) when the rest DID doesn't
/// resolve, matching the pre-CC6b <c>ApplyHeldPose</c> no-op behavior.
/// </summary>
public required IReadOnlyList<MeshRef> RestMeshRefs { get; init; }
/// <summary>Retail's live idle DID (<c>m_didAnimation</c>), or null if unresolved.</summary>
public Animation? IdleAnimation { get; init; }
public int IdleLowFrame { get; init; }
public int IdleHighFrame { get; init; }
}
/// <summary>
/// Builds the chargen preview <see cref="WorldEntity"/> from a
/// <see cref="ChargenAppearanceResult"/> — the App-layer counterpart to
/// <see cref="DollEntityBuilder"/>, except this one resolves its OWN
/// MeshRefs from a Setup + the composed ObjDesc rather than receiving
/// already-resolved refs from a live entity (there is no live entity yet;
/// character creation hasn't happened). DAT-touching, unlike
/// <see cref="DollEntityBuilder"/>'s pure index-agnostic builder — the
/// closest existing precedent for the actual mesh-flatten/apply-changes/
/// resolve-surface-overrides steps is
/// <c>DatLiveEntityProjectionMaterializer.TryMaterialize</c>, trimmed to
/// what a private, non-collision preview scene needs.
///
/// <para>
/// <b>CC6b:</b> retail's chargen preview does NOT default to a frozen pose —
/// <c>gmCGAppearancePage::Update</c>'s own trailing gate
/// (~0x0047EF01-0x0047EF12) calls <c>gmCG3DView::StartAnimation</c> (idle
/// loop playing) whenever <c>m_bZoomedIn == 0</c>, and that default is
/// DIRECTLY ASSIGNED, not inherited:
/// <c>gmCGAppearancePage::InitializePage @0x0047FDD0</c> writes an
/// explicit <c>m_bZoomedIn = 0</c> at <c>0x004802C3</c> (right after
/// setting the camera to the zoomed-IN per-heritage eye at
/// <c>0x00480286-0x0048029E</c> — the null-tween quirk the zoom
/// controller's doc records). The earlier elided-ctor-byte argument was
/// unsound (heap-new members are indeterminate, not zero) and was
/// replaced by this citation at the CC6b-PRE re-review. So retail's
/// chargen preview plays its idle loop (<c>m_didAnimation</c>, 30fps) from
/// the very first frame; the REST pose (<c>m_didAnimationRest</c>, held
/// final frame, this class's pre-CC6b-only behavior) only appears once the
/// user presses Zoom In (<c>gmCGAppearancePage::ZoomIn</c> calls
/// <c>gmCG3DView::StopAnimation</c> immediately, before its camera tween
/// even starts). <see cref="TryBuild"/> keeps its ORIGINAL (rest-only)
/// behavior unchanged for its existing callers; <see cref="TryBuildAnimated"/>
/// plus <see cref="ChargenPreviewAnimator"/> are the new, retail-accurate
/// entry point a live preview (idle-playing by default, freezing on zoom-in)
/// should use.
/// </para>
/// </summary>
internal static class ChargenPreviewEntityBuilder
{
/// <summary>Reserved synthetic guid for the chargen preview clone —
/// same reserved family as <see cref="DollEntityBuilder.DollServerGuid"/>
/// (0xDA11D0xx) and <c>CreatureAppraisalEntityBuilder</c> (0xDA11D02x).</summary>
public const uint PreviewServerGuid = 0xDA11_D031u;
/// <summary>Reserved render-local entity id — passed in
/// <c>animatedEntityIds</c> by the renderer so a re-dress (a new
/// selection) bypasses <c>WbDrawDispatcher</c>'s Tier-1 classification
/// cache, mirroring <see cref="DollEntityBuilder.DollRenderId"/>'s own
/// doc comment.</summary>
public const uint PreviewRenderId = 0xDA11_D032u;
/// <summary>
/// Retail's held-pose (REST) animation DID enum key, resolved through
/// master map slot 7 exactly like <c>RetailPaperdollPoseApplicator.ResolvePoseDid</c>
/// — 0x10000005 for every standard heritage (the SAME enum id the
/// paperdoll's own held pose reads), matching
/// <c>gmCG3DView</c>'s ctor / <c>::Update</c> per-heritage
/// <c>m_didAnimationRest</c> assignment (pseudo-C ~0x004EE948,
/// ~0x004EEC43). Olthoi and OlthoiAcid each get their OWN distinct rest
/// DID — the one divergence from the paperdoll, which never needs an
/// Olthoi branch because a live player can't be one.
/// </summary>
private static uint ResolveRestPoseEnum(uint heritageId) => heritageId switch
{
(uint)ChargenHeritageGroup.Olthoi => 0x10000011u,
(uint)ChargenHeritageGroup.OlthoiAcid => 0x10000013u,
_ => 0x10000005u,
};
/// <summary>
/// Retail's LIVE idle-loop animation DID enum key (<c>m_didAnimation</c>,
/// the one <c>gmCG3DView::StartAnimation</c> plays at 30fps) — 0x10000006
/// for every standard heritage, matching <c>gmCG3DView</c>'s ctor /
/// <c>::Update</c> per-heritage assignment (pseudo-C ~0x004ee6cc,
/// ~0x004eec2d). <b>Olthoi and OlthoiAcid use the SAME did for BOTH idle
/// and rest</b> (0x10000011 / 0x10000013 respectively, pseudo-C
/// ~0x004ee7e9/0x004ee7ff and ~0x004ee892/0x004ee8a8) — a genuine retail
/// quirk, not a porting shortcut: those two heritages show no visible
/// difference between "idle playing" and "zoomed in and frozen" in the
/// chargen preview.
/// </summary>
private static uint ResolveIdleAnimEnum(uint heritageId) => heritageId switch
{
(uint)ChargenHeritageGroup.Olthoi => 0x10000011u,
(uint)ChargenHeritageGroup.OlthoiAcid => 0x10000013u,
_ => 0x10000006u,
};
/// <summary>
/// Builds the STATIC (held rest-pose) preview entity, or null when the
/// resolved body Setup isn't in the dat source (a corrupted/incomplete
/// install — the same failure shape
/// <see cref="DatLiveEntityProjectionMaterializer"/> treats as "drop this
/// spawn"). Unchanged since CC6a for its RESULT — a thin wrapper over
/// <see cref="TryBuildAnimated"/> that returns exactly the same
/// <c>WorldEntity</c> (rest-posed) this method's existing callers already
/// expect; ALL 3 of those callers' tests still pass unmodified. Not
/// byte-identical internally any more — <see cref="TryBuildAnimated"/>
/// also resolves the idle DID and loads the idle Animation before this
/// wrapper discards them, extra dat work the pre-CC6b method never did.
/// New code that wants retail's true default (idle loop playing) should call
/// <see cref="TryBuildAnimated"/> and wrap the result in a
/// <see cref="ChargenPreviewAnimator"/> instead.
/// </summary>
/// <param name="datLock">
/// Shared exclusion object for every dat read this method performs.
/// <c>DatCollection</c> is NOT thread-safe (see
/// <c>claude-memory/feedback_phase_a1_hotfix_saga.md</c>) — every other
/// dat-touching renderer/resolver in this layer
/// (<c>RetailPaperdollPoseApplicator</c>, <c>PlayerModeController</c>,
/// <c>DatProjectileSetupResolver</c>, <c>EquippedChildRenderController</c>)
/// takes the SAME <c>object datLock</c> the composition root threads
/// through as <c>RuntimeOptions</c>/<c>d.DatLock</c>; callers MUST pass
/// that same shared instance, not a private lock, or this method's reads
/// race every other consumer's.
/// </param>
public static WorldEntity? TryBuild(
IDatReaderWriter dats,
IAnimationLoader animations,
ChargenAppearanceResult appearance,
uint heritageId,
Quaternion heading,
object datLock)
{
ChargenPreviewAnimatedBuild? build = TryBuildAnimated(
dats, animations, appearance, heritageId, heading, datLock);
if (build is null)
return null;
build.Entity.MeshRefs = build.RestMeshRefs;
return build.Entity;
}
/// <summary>
/// Builds the preview entity PLUS everything a <see cref="ChargenPreviewAnimator"/>
/// needs to drive retail's idle-loop ↔ rest-pose swap without re-touching
/// the dat source. The returned <see cref="ChargenPreviewAnimatedBuild.Entity"/>
/// is initially posed with <see cref="ChargenPreviewAnimatedBuild.RestMeshRefs"/>
/// (cheap, always available) — <see cref="ChargenPreviewAnimator"/>'s
/// constructor immediately reposes it to the true retail default (idle
/// frame 0) when an idle Animation resolved.
/// </summary>
public static ChargenPreviewAnimatedBuild? TryBuildAnimated(
IDatReaderWriter dats,
IAnimationLoader animations,
ChargenAppearanceResult appearance,
uint heritageId,
Quaternion heading,
object datLock)
{
ArgumentNullException.ThrowIfNull(dats);
ArgumentNullException.ThrowIfNull(animations);
ArgumentNullException.ThrowIfNull(appearance);
ArgumentNullException.ThrowIfNull(datLock);
uint setupId = appearance.SetupId;
List<ChargenPreviewDrawablePart> drawableParts;
List<MeshRef> restMeshRefs;
Animation? idleAnimation;
int idleLowFrame = 0, idleHighFrame = -1;
// Every dat read this method performs — the Setup fetch, both pose
// DID resolutions, the per-part GfxObj drawable checks, and the
// texture-change surface resolution — happens inside this one lock,
// mirroring RetailPaperdollPoseApplicator.Apply's "resolve
// everything under lock, then do pure processing" shape.
lock (datLock)
{
Setup? setup = dats.Get<Setup>(setupId);
if (setup is null)
return null;
var flattened = new List<MeshRef>(SetupMesh.Flatten(setup));
foreach (ChargenAnimPartChange change in appearance.ObjDesc.AnimPartChanges)
{
if (change.PartIndex < flattened.Count)
flattened[change.PartIndex] = new MeshRef(change.PartId, flattened[change.PartIndex].PartTransform);
}
// Rest pose: overwrite flattened's transforms with the held
// final frame (no-op — keeps Setup-default transforms — if the
// rest DID or its Animation don't resolve).
ApplyHeldPoseTransforms(dats, animations, setup, ResolveRestPoseEnum(heritageId), flattened);
Dictionary<int, Dictionary<uint, uint>>? surfaceOverrides =
ResolveSurfaceOverrides(dats, flattened, appearance.ObjDesc.TextureChanges);
drawableParts = new List<ChargenPreviewDrawablePart>(flattened.Count);
restMeshRefs = new List<MeshRef>(flattened.Count);
for (int partIndex = 0; partIndex < flattened.Count; partIndex++)
{
MeshRef part = flattened[partIndex];
if (dats.Get<GfxObj>(part.GfxObjId) is null)
continue; // matches DatLiveEntityProjectionMaterializer's drawable filter.
IReadOnlyDictionary<uint, uint>? overrides = null;
if (surfaceOverrides is not null && surfaceOverrides.TryGetValue(partIndex, out var perPart))
overrides = perPart;
restMeshRefs.Add(new MeshRef(part.GfxObjId, part.PartTransform) { SurfaceOverrides = overrides });
Vector3 defaultScale = partIndex < setup.DefaultScale.Count
? setup.DefaultScale[partIndex]
: Vector3.One;
drawableParts.Add(new ChargenPreviewDrawablePart(partIndex, part.GfxObjId, defaultScale, overrides));
}
if (drawableParts.Count == 0)
return null;
// Idle DID: independent lookup, no mutation of flattened.
uint idleDid = RetailHeldPose.ResolvePoseDid(dats, ResolveIdleAnimEnum(heritageId));
idleAnimation = (idleDid >> 24) == 0x03u ? animations.LoadAnimation(idleDid) : null;
if (idleAnimation is not null && idleAnimation.PartFrames.Count > 0)
{
idleLowFrame = 0;
idleHighFrame = idleAnimation.PartFrames.Count - 1;
}
else
{
idleAnimation = null;
}
}
var entity = new WorldEntity
{
Id = PreviewRenderId,
ServerGuid = PreviewServerGuid,
SourceGfxObjOrSetupId = setupId,
Position = Vector3.Zero,
Rotation = heading,
MeshRefs = restMeshRefs,
PaletteOverride = BuildPaletteOverride(appearance),
PartOverrides = BuildPartOverrides(appearance),
ParentCellId = null,
};
return new ChargenPreviewAnimatedBuild
{
Entity = entity,
DrawableParts = drawableParts,
RestMeshRefs = restMeshRefs,
IdleAnimation = idleAnimation,
IdleLowFrame = idleLowFrame,
IdleHighFrame = idleHighFrame,
};
}
/// <summary>No dat access — pure projection of the already-composed
/// ObjDesc's subpalettes, safe to call outside <c>datLock</c>.</summary>
private static PaletteOverride? BuildPaletteOverride(ChargenAppearanceResult appearance)
{
if (appearance.ObjDesc.SubPalettes.Count == 0)
return null;
var ranges = new PaletteOverride.SubPaletteRange[appearance.ObjDesc.SubPalettes.Count];
for (int i = 0; i < appearance.ObjDesc.SubPalettes.Count; i++)
{
ChargenSubPalette sub = appearance.ObjDesc.SubPalettes[i];
ranges[i] = new PaletteOverride.SubPaletteRange(sub.SubPaletteId, sub.Offset, sub.NumColors);
}
return new PaletteOverride(appearance.BasePaletteId, ranges);
}
/// <summary>No dat access — pure projection, safe to call outside
/// <c>datLock</c>.</summary>
private static PartOverride[] BuildPartOverrides(ChargenAppearanceResult appearance)
{
var partOverrides = new PartOverride[appearance.ObjDesc.AnimPartChanges.Count];
for (int i = 0; i < appearance.ObjDesc.AnimPartChanges.Count; i++)
{
ChargenAnimPartChange change = appearance.ObjDesc.AnimPartChanges[i];
partOverrides[i] = new PartOverride(change.PartIndex, change.PartId);
}
return partOverrides;
}
/// <summary>
/// Overwrites every part's transform from the resolved pose DID's FINAL
/// frame — same "hold the settled last frame at zero frame rate"
/// approach as <c>RetailPaperdollPoseApplicator.Apply</c>
/// (<c>RedressCreature @ 0x004A3C22</c>), applied to the FULL
/// setup-part-indexed array (before drawable filtering) so the index
/// alignment holds even if a later part turns out to have a missing
/// GfxObj. No-ops (keeps the default placement frame) when the pose
/// DID or its animation can't be resolved.
/// </summary>
private static void ApplyHeldPoseTransforms(
IDatReaderWriter dats,
IAnimationLoader animations,
Setup setup,
uint poseEnum,
List<MeshRef> flattened)
{
uint poseDid = RetailHeldPose.ResolvePoseDid(dats, poseEnum);
if ((poseDid >> 24) != 0x03u)
return;
Animation? animation = animations.LoadAnimation(poseDid);
if (animation is null || animation.PartFrames.Count == 0)
return;
var frame = animation.PartFrames[^1];
for (int index = 0; index < flattened.Count; index++)
{
Vector3 scale = index < setup.DefaultScale.Count ? setup.DefaultScale[index] : Vector3.One;
Vector3 origin = Vector3.Zero;
Quaternion orientation = Quaternion.Identity;
if (index < frame.Frames.Count)
{
origin = frame.Frames[index].Origin;
orientation = frame.Frames[index].Orientation;
}
flattened[index] = new MeshRef(
flattened[index].GfxObjId,
RetailHeldPose.ComposePartTransform(scale, origin, orientation));
}
}
/// <summary>
/// Part-index → (old texture id → new texture id) resolution, verbatim
/// port of <c>DatLiveEntityProjectionMaterializer.ResolveSurfaceOverrides</c>'s
/// algorithm against <see cref="ChargenTextureChange"/> instead of the
/// wire's <c>CreateObject.TextureChange</c>.
/// </summary>
private static Dictionary<int, Dictionary<uint, uint>>? ResolveSurfaceOverrides(
IDatReaderWriter dats,
IReadOnlyList<MeshRef> parts,
IReadOnlyList<ChargenTextureChange> textureChanges)
{
if (textureChanges.Count == 0)
return null;
var oldToNewByPart = new Dictionary<int, Dictionary<uint, uint>>();
foreach (ChargenTextureChange change in textureChanges)
{
if (!oldToNewByPart.TryGetValue(change.PartIndex, out var oldToNew))
{
oldToNew = [];
oldToNewByPart.Add(change.PartIndex, oldToNew);
}
oldToNew[change.OldTextureId] = change.NewTextureId;
}
var result = new Dictionary<int, Dictionary<uint, uint>>();
for (int partIndex = 0; partIndex < parts.Count; partIndex++)
{
if (!oldToNewByPart.TryGetValue(partIndex, out var oldToNew))
continue;
GfxObj? gfx = dats.Get<GfxObj>(parts[partIndex].GfxObjId);
if (gfx is null)
continue;
Dictionary<uint, uint>? resolved = null;
foreach (var surfaceQid in gfx.Surfaces)
{
uint surfaceId = (uint)surfaceQid;
Surface? surface = dats.Get<Surface>(surfaceId);
if (surface is null)
continue;
uint originalTexture = (uint)surface.OrigTextureId;
if (originalTexture == 0 || !oldToNew.TryGetValue(originalTexture, out uint newTexture))
continue;
(resolved ??= [])[surfaceId] = newTexture;
}
if (resolved is not null)
result[partIndex] = resolved;
}
return result.Count == 0 ? null : result;
}
}

View file

@ -0,0 +1,90 @@
using AcDream.App.Rendering.Wb;
using AcDream.App.UI;
using AcDream.Core.Lighting;
using AcDream.Core.World;
namespace AcDream.App.Rendering;
/// <summary>
/// Chargen-specific facade over the shared private creature viewport
/// (<see cref="PrivateEntityViewportRenderer"/>) — CC6a's foundation half of
/// the campaign plan's "chargen preview renderer" deliverable. Mirrors
/// <see cref="PaperdollViewportRenderer"/>'s shape exactly, with a
/// heading-capable <see cref="ChargenPreviewViewportCamera"/> in place of the
/// paperdoll's fixed one.
///
/// <para>
/// <b>NOT wired here (CC6b page-mount half, after CC4 merges per the
/// campaign's parallelism contract):</b> mounting into the authored
/// Appearance/Summary viewport ids (<c>0x100003bb</c> / <c>0x10000406</c>)
/// and binding the spin/color-wheel/rotate/zoom widgets to
/// <see cref="ChargenPreviewAnimator"/>/<see cref="ChargenPreviewRotationController"/>/
/// <see cref="ChargenPreviewZoomController"/>. This class is a standalone,
/// composition-root-agnostic renderer — nothing in
/// <c>AcDream.App/UI/Layout/</c> or <c>RetailUiRuntime.cs</c> references it
/// yet.
/// </para>
///
/// <para>
/// <b>CC6b (pre-mount half):</b> the preview now HAS a real live idle loop
/// (<see cref="ChargenPreviewAnimator"/>, retail's <c>m_didAnimation</c> DID
/// at 30fps via <c>set_sequence_animation</c>) instead of the CC6a-only held
/// rest pose — TS-83 is retired. <see cref="SetPreview"/> still accepts a
/// static <c>WorldEntity</c> for callers that only want
/// <c>ChargenPreviewEntityBuilder.TryBuild</c>'s unchanged rest-pose
/// snapshot; a caller that wants the animated preview constructs a
/// <see cref="ChargenPreviewAnimator"/> from
/// <c>ChargenPreviewEntityBuilder.TryBuildAnimated</c> and passes its
/// <c>Entity</c> here once — the animator mutates that SAME entity's
/// <c>MeshRefs</c> in place every <c>Tick</c>, and <c>Render</c> reads it
/// fresh (no re-<c>SetPreview</c> needed per frame; see
/// <c>WorldEntity.MeshRefs</c>'s own "mutable so the animation tick can
/// replace it each frame" doc comment).
/// </para>
/// </summary>
internal sealed class ChargenPreviewRenderer :
IUiViewportRenderer,
IDisposable
{
private readonly PrivateEntityViewportRenderer _renderer;
private readonly ChargenPreviewViewportCamera _camera;
internal ChargenPreviewRenderer(
IWorldPassScope scope,
AcDream.App.Rendering.Gpu.IGpuDevice device,
ICurrentGpuFrameSource frames,
WbDrawDispatcher dispatcher,
SceneLightingUboBinding lightUbo,
IEntityTextureLifetime textureLifetime,
IWbMeshAdapter meshAdapter,
uint heritageId = 0u)
{
_camera = new ChargenPreviewViewportCamera(heritageId);
_renderer = new PrivateEntityViewportRenderer(
scope,
device,
frames,
dispatcher,
lightUbo,
textureLifetime,
meshAdapter,
ChargenPreviewEntityBuilder.PreviewRenderId,
_camera,
"chargen preview");
}
public bool TextureIsBottomUp => _renderer.TextureIsBottomUp;
/// <summary>
/// Re-derives the fixed per-heritage camera eye
/// (<see cref="ChargenPreviewCamera.ResolveDefaultEye"/>) — call whenever
/// the selected heritage changes, BEFORE the next <see cref="Render"/>.
/// </summary>
public void SetHeritage(uint heritageId) => _camera.SetHeritage(heritageId);
public void SetPreview(WorldEntity? entity) => _renderer.SetEntity(entity);
public uint Render(int width, int height) => _renderer.Render(width, height);
public void Dispose() => _renderer.Dispose();
}

View file

@ -0,0 +1,126 @@
using System.Numerics;
using AcDream.Core.Physics.Motion;
namespace AcDream.App.Rendering;
/// <summary>
/// Retail's toggle direction enum
/// (<c>gmBarberUI::ERotateDirection</c>/<c>gmCGAppearancePage::ERotateDirection</c>
/// typedef alias, <c>acclient.h:6848-6852,6960</c>): <c>Invalid=0</c>,
/// <c>Clockwise=1</c>, <c>CounterClockwise=2</c>.
/// </summary>
internal enum ChargenRotateDirection
{
Invalid = 0,
Clockwise = 1,
CounterClockwise = 2,
}
/// <summary>
/// Presentation-free port of <c>gmCGAppearancePage::Rotate</c>
/// (<c>0x0047CB50</c>) + <c>DoRotation</c> (<c>0x0047CA80</c>) — the
/// button-toggled continuous rotation retail applies to the preview
/// CHARACTER's heading (<c>CPhysicsObj::set_heading</c> inside
/// <c>gmCG3DView::Update</c>, pseudo-C ~0x0047eecf1), not the camera (see
/// <see cref="ChargenPreviewCamera"/>'s own doc comment on why rotation
/// lives here instead). Retail drives <see cref="Tick"/> once per frame from
/// a global-message-3 tick while <see cref="IsRotating"/> is set
/// (<c>gmCGAppearancePage::ListenToGlobalMessage @ 0x0047CED0</c>); the
/// CC6b page-mount half will bind the Rotate Clockwise/Counter-Clockwise
/// buttons to <see cref="Toggle"/> and the render loop to <see cref="Tick"/>.
/// </summary>
internal sealed class ChargenPreviewRotationController
{
/// <summary>
/// <c>Rotate</c>'s explicit sentinel write
/// (<c>this->m_dLastRotateTime = -1.0</c>, pseudo-C ~0x0047cba7/0x0047cbb1
/// — the high dword <c>0xbff00000</c> paired with a zero low dword is the
/// exact IEEE-754 bit pattern for <c>-1.0</c>) — invalidates the
/// timestamp so the very next <see cref="Tick"/> resets it to "now"
/// (a zero-length first delta) instead of computing a huge jump from a
/// stale or never-set value.
/// </summary>
private const double InvalidTimeSentinel = -1.0;
private double _lastRotateTime = InvalidTimeSentinel;
private ChargenRotateDirection _direction = ChargenRotateDirection.Invalid;
private bool _rotating;
public bool IsRotating => _rotating;
public ChargenRotateDirection Direction => _direction;
/// <summary>Retail's <c>m_fCurHeading</c>, degrees, ctor default 0 —
/// applied to the preview entity via <c>MoveToMath.SetHeading</c>
/// (<c>CPhysicsObj::set_heading</c>'s exact port).</summary>
public float HeadingDegrees { get; private set; }
/// <summary>
/// <c>gmCGAppearancePage::Rotate @ 0x0047CB50</c>: pressing the SAME
/// direction a second time while already rotating STOPS rotation
/// (retail's button-toggle UX); any other press (opposite direction, or
/// starting from stopped) sets that direction and (re)starts,
/// invalidating <c>m_dLastRotateTime</c> per this class's own sentinel
/// doc.
/// </summary>
public void Toggle(ChargenRotateDirection direction)
{
if (_rotating && direction == _direction)
{
_rotating = false;
return;
}
_direction = direction;
_lastRotateTime = InvalidTimeSentinel;
_rotating = true;
}
/// <summary>
/// <c>gmCGAppearancePage::DoRotation @ 0x0047CA80</c>: per-tick
/// <c>deltaDegrees = ((now - lastRotateTime) / RotationSecondsPerRevolution)
/// * 360</c>, added for <see cref="ChargenRotateDirection.Clockwise"/>
/// and subtracted for every other direction (pseudo-C ~0x0047cacd:
/// <c>if (m_eRotateDir != ECG_ROTATE_CLOCKWISE) heading -= delta; else
/// heading += delta;</c>), then a SINGLE-PASS clamp back into
/// <c>[0, 360)</c> — not a full modulo loop; retail's own tail only
/// adds/subtracts 360 once (pseudo-C ~0x0047caf3-0x0047cb31), which is
/// exactly enough for any realistic per-frame delta and is reproduced
/// here verbatim rather than "improved" into a `%=`. Fix round F3: Binary
/// Ninja literally renders <c>x87_r7_1 = x87_r6_3</c> at <c>0x0047CAEB</c>
/// inside the counter-clockwise branch — reassigning the local that held
/// the "now" timestamp to the just-computed delta-degrees value — which
/// would make the <c>0x0047CB3D</c> store into <c>m_dLastRotateTime</c>
/// write delta-degrees instead of the timestamp for CCW only; that is an
/// x87-FPU-stack modeling artifact of the decompiler, not real retail
/// behavior (a shipped feature where every counter-clockwise rotation
/// visibly diverges from clockwise is implausible, and
/// <c>claude-memory/feedback_bn_decomp_field_names.md</c> names exactly
/// this x87-stack-register mislabeling as a known decompiler artifact
/// class), so this port stores <c>now</c> into <c>_lastRotateTime</c>
/// unconditionally in BOTH directions.
/// </summary>
public void Tick(double now)
{
if (!_rotating)
return;
if (_lastRotateTime <= 0d)
_lastRotateTime = now;
double deltaDegrees = ((now - _lastRotateTime) / ChargenPreviewCamera.RotationSecondsPerRevolution) * 360.0;
HeadingDegrees = _direction == ChargenRotateDirection.Clockwise
? HeadingDegrees + (float)deltaDegrees
: HeadingDegrees - (float)deltaDegrees;
if (HeadingDegrees < 0f)
HeadingDegrees += 360f;
if (HeadingDegrees > 360f)
HeadingDegrees -= 360f;
_lastRotateTime = now;
}
/// <summary><c>CPhysicsObj::set_heading</c>'s exact quaternion
/// construction — the SAME shared Core primitive retail movement already
/// ports (<see cref="MoveToMath.SetHeading"/>).</summary>
public Quaternion ToOrientation() =>
MoveToMath.SetHeading(Quaternion.Identity, HeadingDegrees);
}

View file

@ -0,0 +1,162 @@
using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>
/// Presentation-free port of <c>gmCGAppearancePage::ZoomIn</c>/<c>ZoomOut</c>
/// (<c>0x0047CF00</c>/<c>0x0047D050</c>) and <c>DoZoomAnimation</c>
/// (<c>0x0047C960</c>): a linear 0.6s tween of the preview camera's eye
/// between <see cref="ChargenPreviewCamera.ResolveDefaultEye"/> (zoomed IN)
/// and <see cref="ChargenPreviewCamera.ResolveZoomedOutEye"/> (zoomed OUT),
/// driving the SAME <see cref="ChargenPreviewAnimator"/> zoom-state swap the
/// button presses trigger in retail — immediately, not once the tween
/// finishes (see <see cref="ChargenPreviewAnimator"/>'s own doc comment).
///
/// <para>
/// <b>One owner of the zoom state (fix round F2):</b> retail's
/// <c>m_bZoomedIn</c> is a SINGLE field on <c>gmCGAppearancePage</c> that
/// gates both the camera target AND the animation swap — there is no way
/// for retail's own camera and animation to disagree about which zoom state
/// they're in. The first cut of this port kept two independent bools (one
/// here, one on <see cref="ChargenPreviewAnimator"/>) synced only by
/// <see cref="ZoomIn"/>/<see cref="ZoomOut"/> calling a NULLABLE animator
/// parameter — a null pass, or any direct
/// <see cref="ChargenPreviewAnimator.SetZoomedIn"/> call bypassing this
/// controller, would desync the camera's target from the animation's pose.
/// This class now takes its <see cref="ChargenPreviewAnimator"/> as a
/// REQUIRED constructor dependency and <see cref="IsZoomedIn"/> reads
/// straight through to <see cref="ChargenPreviewAnimator.IsZoomedIn"/> — the
/// animator is the sole state owner, matching retail's own single-field
/// design, and there is no longer a second bool that could disagree with it.
/// </para>
///
/// <para>
/// Retail drives <see cref="Tick"/> once per frame from a global-message-3
/// tick while <c>m_bShouldZoomAnimate</c> is set
/// (<c>gmCGAppearancePage::ListenToGlobalMessage @ 0x0047CED0</c>); the
/// CC6b page-mount half will bind the Zoom In/Out buttons to
/// <see cref="ZoomIn"/>/<see cref="ZoomOut"/> and the render loop to
/// <see cref="Tick"/>. Direction is always <c>(0,0,0)</c> for this camera
/// (see <see cref="ChargenPreviewCamera"/>'s own remarks), so only the eye
/// position tweens — retail's own <c>m_vectCurDirection</c> lerp is a no-op
/// here and is not reproduced.
/// </para>
/// </summary>
internal sealed class ChargenPreviewZoomController
{
/// <summary>
/// <c>ZoomIn</c>/<c>ZoomOut</c>'s explicit invalidation write
/// (<c>this->m_dAnimDuration = -0.1</c>, pseudo-C ~0x0047cff1/0x0047cffb
/// and ~0x0047d12c/0x0047d136 — the exact IEEE-754 bit pattern for
/// <c>-0.1</c>) so the very next <see cref="Tick"/> resets the duration
/// to <see cref="ChargenPreviewCamera.ZoomTweenDurationSeconds"/> and the
/// start time to "now", matching <c>DoZoomAnimation</c>'s own
/// reset-if-invalid guard exactly.
/// </summary>
private const double InvalidDurationSentinel = -0.1;
private readonly uint _heritageId;
private readonly ChargenPreviewAnimator _animator;
private Vector3 _startEye;
private Vector3 _targetEye;
private double _animStartTime;
private double _animDuration;
private bool _shouldAnimate;
public ChargenPreviewZoomController(uint heritageId, ChargenPreviewCamera camera, ChargenPreviewAnimator animator)
{
ArgumentNullException.ThrowIfNull(camera);
ArgumentNullException.ThrowIfNull(animator);
_heritageId = heritageId;
Camera = camera;
_animator = animator;
}
public ChargenPreviewCamera Camera { get; }
/// <summary>
/// Mirrors retail's <c>m_bZoomedIn</c> — a straight read-through to
/// <see cref="ChargenPreviewAnimator.IsZoomedIn"/> (see this class's own
/// "one owner" doc above), which itself defaults false per
/// <c>gmCGAppearancePage::InitializePage @ 0x0047FDD0</c>'s explicit
/// <c>this-&gt;m_bZoomedIn = 0;</c> at <c>0x004802C3</c> — written right
/// after that same function points the camera at the zoomed-IN
/// per-heritage eye (<c>0x00480286-0x0048029E</c>). One retail quirk
/// this produces: the character starts framed close-up while
/// NOT-zoomed-in, so the first Zoom In click (once mounted) tweens
/// close-eye→close-eye — visually null — while still freezing the
/// animation; this port reproduces it faithfully.
/// </summary>
public bool IsZoomedIn => _animator.IsZoomedIn;
/// <summary>
/// <c>gmCGAppearancePage::ZoomIn @ 0x0047CF00</c>: no-op if already
/// zoomed in (retail's own early-return guard). Otherwise starts a tween
/// from the camera's CURRENT eye to the default (zoomed-IN) per-heritage
/// profile and swaps the animator to the frozen rest pose IMMEDIATELY
/// (<c>gmCG3DView::StopAnimation</c>'s call site, pseudo-C ~0x0047d024,
/// precedes the tween's own completion by definition — it runs once,
/// synchronously, inside <c>ZoomIn</c> itself).
/// </summary>
public void ZoomIn()
{
if (IsZoomedIn)
return;
StartTween(ChargenPreviewCamera.ResolveDefaultEye(_heritageId));
_animator.SetZoomedIn(true);
}
/// <summary>
/// <c>gmCGAppearancePage::ZoomOut @ 0x0047D050</c>: no-op if not
/// currently zoomed in. Otherwise starts a tween toward the zoomed-OUT
/// per-heritage profile and swaps the animator back to the playing idle
/// loop immediately, mirroring <see cref="ZoomIn"/>.
/// </summary>
public void ZoomOut()
{
if (!IsZoomedIn)
return;
StartTween(ChargenPreviewCamera.ResolveZoomedOutEye(_heritageId));
_animator.SetZoomedIn(false);
}
private void StartTween(Vector3 targetEye)
{
_startEye = Camera.Eye;
_targetEye = targetEye;
_shouldAnimate = true;
_animDuration = InvalidDurationSentinel;
}
/// <summary>
/// <c>gmCGAppearancePage::DoZoomAnimation @ 0x0047C960</c>: a LINEAR
/// (not eased) lerp of the eye position from <c>m_vectStartPosition</c>
/// to <c>m_vectTargPosition</c> over
/// <see cref="ChargenPreviewCamera.ZoomTweenDurationSeconds"/>, clamping
/// <c>t</c> to exactly 1.0 (and clearing <c>m_bShouldZoomAnimate</c>) the
/// tick that reaches or passes the duration — the decomp shows a
/// straight <c>(targ - start) * t + start</c> per axis with no easing
/// curve applied anywhere in this function.
/// </summary>
public void Tick(double now)
{
if (!_shouldAnimate)
return;
if (_animDuration <= 0d)
{
_animDuration = ChargenPreviewCamera.ZoomTweenDurationSeconds;
_animStartTime = now;
}
double elapsed = now - _animStartTime;
if (elapsed >= _animDuration)
{
_shouldAnimate = false;
elapsed = _animDuration;
}
float t = (float)(elapsed / _animDuration);
Camera.Eye = Vector3.Lerp(_startEye, _targetEye, t);
}
}

View file

@ -335,29 +335,11 @@ internal sealed class RetailPaperdollPoseApplicator : IPaperdollPoseApplicator
/// <summary>
/// Retail <c>gmPaperDollUI</c> resolves its held pose with
/// <c>DBCache::GetDIDFromEnumStatic(0x10000005, 7)</c>. The master map
/// therefore resolves key 7 to a sub-map, then key 0x10000005 to the
/// Animation DID.
/// <c>DBCache::GetDIDFromEnumStatic(0x10000005, 7)</c>
/// <see cref="RetailHeldPose.ResolvePoseDid"/> parameterized by the
/// paperdoll's own fixed enum key.
/// </summary>
private uint ResolvePoseDid()
{
uint masterDid = (uint)_dats.Portal.Db.Header.MasterMapId;
if (masterDid == 0
|| !_dats.Portal.TryGet<DatReaderWriter.DBObjs.EnumIDMap>(
masterDid,
out var master)
|| !master.ClientEnumToID.TryGetValue(7u, out uint subDid)
|| !_dats.Portal.TryGet<DatReaderWriter.DBObjs.EnumIDMap>(
subDid,
out var sub))
{
return 0u;
}
return sub.ClientEnumToID.TryGetValue(0x10000005u, out uint did)
? did
: 0u;
}
private uint ResolvePoseDid() => RetailHeldPose.ResolvePoseDid(_dats, 0x10000005u);
public void Apply(WorldEntity doll, uint setupId)
{
@ -392,9 +374,7 @@ internal sealed class RetailPaperdollPoseApplicator : IPaperdollPoseApplicator
orientation = frame.Frames[index].Orientation;
}
Matrix4x4 transform = Matrix4x4.CreateScale(scale)
* Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(origin);
Matrix4x4 transform = RetailHeldPose.ComposePartTransform(scale, origin, orientation);
MeshRef source = doll.MeshRefs[index];
reposed.Add(new MeshRef(source.GfxObjId, transform)
{

View file

@ -0,0 +1,61 @@
using System.Numerics;
using AcDream.Content;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Rendering;
/// <summary>
/// Shared primitives behind retail's "resolve a rest-pose DID via master-map
/// slot 7, load its Animation, hold the final frame" algorithm — the
/// mechanism <see cref="RetailPaperdollPoseApplicator"/> (paperdoll,
/// <c>gmPaperDollUI::RedressCreature @ 0x004A3C22</c>) and
/// <see cref="ChargenPreviewEntityBuilder"/> (chargen preview,
/// <c>gmCG3DView::StopAnimation @ 0x004EE640</c>) both implement. Extracted
/// per the CC6a review's F11/F12 note ("before adding a FOURTH consumer... a
/// shared <c>RetailHeldPose</c> helper is worth extracting before a fourth
/// held-pose consumer exists") — CC6b's own idle-loop work makes chargen's
/// implementation grow enough that mechanically sharing the two primitives
/// BOTH sites already had byte-identical (DID resolution, final-frame
/// transform composition) is a clean win without forcing the two sites'
/// slightly different per-index LOOP shapes (paperdoll walks an
/// already-built, already-filtered <c>WorldEntity.MeshRefs</c>; chargen
/// walks the pre-filter, Setup-part-indexed scratch list) into one method
/// they don't actually share.
/// </summary>
internal static class RetailHeldPose
{
/// <summary>
/// <c>DBCache::GetDIDFromEnumStatic(poseEnum, 7)</c> equivalent: master
/// map → slot 7's sub-map → <paramref name="poseEnum"/>'s Animation DID.
/// Returns 0 if any link in the chain is missing. MUST be called under
/// the caller's dat lock (see <see cref="ChargenPreviewEntityBuilder.TryBuild"/>'s
/// <c>datLock</c> doc — <c>DatCollection</c> is not thread-safe).
/// </summary>
public static uint ResolvePoseDid(IDatReaderWriter dats, uint poseEnum)
{
uint masterDid = (uint)dats.Portal.Db.Header.MasterMapId;
if (masterDid == 0
|| !dats.Portal.TryGet<EnumIDMap>(masterDid, out var master)
|| !master.ClientEnumToID.TryGetValue(7u, out uint subDid)
|| !dats.Portal.TryGet<EnumIDMap>(subDid, out var sub))
{
return 0u;
}
return sub.ClientEnumToID.TryGetValue(poseEnum, out uint did) ? did : 0u;
}
/// <summary>
/// Retail's per-part pose transform: <c>Scale(defaultScale) *
/// Rotate(orientation) * Translate(origin)</c> — the SAME composition
/// both <c>RetailPaperdollPoseApplicator.Apply</c> and
/// <see cref="ChargenPreviewEntityBuilder"/>'s pose steps use, whether
/// the (origin, orientation) pair comes from a held final frame or an
/// interpolated idle-cycle frame.
/// </summary>
public static Matrix4x4 ComposePartTransform(Vector3 defaultScale, Vector3 origin, Quaternion orientation) =>
Matrix4x4.CreateScale(defaultScale)
* Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(origin);
}

View file

@ -0,0 +1,105 @@
using System.Collections.Concurrent;
using System.Collections.Frozen;
using AcDream.Core.CharGen;
using DatClothingTable = DatReaderWriter.DBObjs.ClothingTable;
using DatPalSet = DatReaderWriter.DBObjs.PalSet;
using DatCloObjectEffect = DatReaderWriter.Types.CloObjectEffect;
using DatCloSubPalette = DatReaderWriter.Types.CloSubPalette;
namespace AcDream.Content.CharGen;
/// <summary>
/// DAT-backed <see cref="IChargenPalSetSource"/> / <see cref="IChargenClothingTableSource"/>
/// implementation: reads PalSet (0x0F......) and ClothingTable (0x19......)
/// dat objects on demand and projects them into <see cref="ChargenAppearanceFactory"/>'s
/// pure Core types, matching <c>ChargenTableReader</c>'s "no Chorizite leak"
/// discipline for everything it returns. Both lookups cache by dat id — a
/// live preview re-composes on every appearance change, and the same
/// PalSet/ClothingTable ids repeat constantly across heritages, genders, and
/// re-selections within one session.
/// </summary>
public sealed class ChargenAppearanceCatalog : IChargenPalSetSource, IChargenClothingTableSource
{
private readonly IDatReaderWriter _dats;
private readonly ConcurrentDictionary<uint, ChargenPalSet?> _palSets = new();
private readonly ConcurrentDictionary<uint, ChargenClothingTable?> _clothingTables = new();
public ChargenAppearanceCatalog(IDatReaderWriter dats)
{
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
}
public ChargenPalSet? TryGetPalSet(uint palSetId) =>
_palSets.GetOrAdd(palSetId, LoadPalSet);
public ChargenClothingTable? TryGetClothingTable(uint clothingTableId) =>
_clothingTables.GetOrAdd(clothingTableId, LoadClothingTable);
private ChargenPalSet? LoadPalSet(uint id)
{
DatPalSet? palSet = _dats.Get<DatPalSet>(id);
if (palSet is null)
return null;
var ids = new uint[palSet.Palettes.Count];
for (int i = 0; i < palSet.Palettes.Count; i++)
ids[i] = palSet.Palettes[i].DataId;
return new ChargenPalSet(Array.AsReadOnly(ids));
}
private ChargenClothingTable? LoadClothingTable(uint id)
{
DatClothingTable? table = _dats.Get<DatClothingTable>(id);
if (table is null)
return null;
var baseEffects = new Dictionary<uint, ChargenClothingBaseEffect>(
table.ClothingBaseEffects.Count);
foreach (var pair in table.ClothingBaseEffects)
baseEffects[pair.Key.DataId] = ProjectBaseEffect(pair.Value.CloObjectEffects);
var templates = new Dictionary<uint, ChargenClothingPaletteTemplate>(
table.ClothingSubPalEffects.Count);
foreach (var pair in table.ClothingSubPalEffects)
templates[pair.Key] = ProjectPaletteTemplate(pair.Value.CloSubPalettes);
return new ChargenClothingTable(
baseEffects.ToFrozenDictionary(),
templates.ToFrozenDictionary());
}
private static ChargenClothingBaseEffect ProjectBaseEffect(
IReadOnlyList<DatCloObjectEffect> objectEffects)
{
var partChanges = new List<ChargenAnimPartChange>(objectEffects.Count);
var textureChanges = new List<ChargenTextureChange>();
foreach (DatCloObjectEffect effect in objectEffects)
{
var partIndex = (byte)effect.Index;
partChanges.Add(new ChargenAnimPartChange(partIndex, effect.ModelId.DataId));
foreach (var tex in effect.CloTextureEffects)
{
textureChanges.Add(new ChargenTextureChange(
partIndex, tex.OldTexture.DataId, tex.NewTexture.DataId));
}
}
return new ChargenClothingBaseEffect(
Array.AsReadOnly(partChanges.ToArray()),
Array.AsReadOnly(textureChanges.ToArray()));
}
private static ChargenClothingPaletteTemplate ProjectPaletteTemplate(
IReadOnlyList<DatCloSubPalette> subPalettes)
{
var choices = new ChargenClothingSubPaletteChoice[subPalettes.Count];
for (int i = 0; i < subPalettes.Count; i++)
{
DatCloSubPalette sub = subPalettes[i];
var ranges = new ChargenClothingSubPaletteRange[sub.Ranges.Count];
for (int j = 0; j < sub.Ranges.Count; j++)
ranges[j] = new ChargenClothingSubPaletteRange(sub.Ranges[j].Offset, sub.Ranges[j].NumColors);
choices[i] = new ChargenClothingSubPaletteChoice(sub.PaletteSet.DataId, Array.AsReadOnly(ranges));
}
return new ChargenClothingPaletteTemplate(Array.AsReadOnly(choices));
}
}

View file

@ -0,0 +1,458 @@
namespace AcDream.Core.CharGen;
/// <summary>
/// The resolved render description <see cref="ChargenAppearanceFactory.TryCompose"/>
/// produces: a body Setup id plus the composed ObjDesc a mesh builder applies
/// to it (<c>CPhysicsObj::DoObjDescChangesFromDefault @ 0x0050F9B0</c> is
/// retail's equivalent apply step). The three diagnostic lists let callers
/// (and CC6a's installed-DAT test) verify a selection resolved with no
/// missing dat data without needing to re-walk the composition themselves.
/// </summary>
/// <param name="SetupId">
/// The body Setup dat id (0x02......) to build the preview mesh from —
/// <c>gender.SetupId</c>, overridden by the selected hair style's
/// <c>AlternateSetup</c> when it is neither 0 nor retail's <c>INVALID_DID</c>
/// (0xFFFFFFFF — Gear Knight / Undead / Tumerok body variants), in turn
/// overridden outright by <see cref="ChargenAppearanceFactory.TryCompose"/>'s
/// own <c>alternateSetupIdOverride</c> parameter when THAT is not
/// <c>INVALID_DID</c> (<c>gmCG3DView::Update</c>'s own
/// <c>m_alternateSetupID</c> resolution, ~0x004EEA46-0x004EEA53 — see that
/// parameter's doc for why chargen's own Appearance page never actually sets
/// it), falling back to <see cref="ChargenAppearanceFactory.HumanSetupId"/>
/// when the resolved id is STILL 0 OR <c>INVALID_DID</c> after all three
/// tiers (retail: <c>CharGenState::GetSetupID @ 0x005C5B22</c> and
/// <c>gmCG3DView::Update</c>'s own check at ~0x004EEA5F both test against
/// <c>INVALID_DID</c>, not zero — <c>acclient.h:39909</c> types the field as
/// <c>IDClass</c>, whose "unset" value is 0xFFFFFFFF;
/// <c>CPhysicsObj::makeObject(setupId)</c>'s own HUMAN_SETUP_ID fallback,
/// <c>gmCG3DView</c> ctor pseudo-C ~0x004EE79D).
/// </param>
/// <param name="BasePaletteId">
/// <c>gender.BasePaletteId</c> (retail <c>Sex_CG.BasePalette</c>) — the
/// palette a mesh builder should pass as the entity's base, NOT
/// <c>ObjDesc.PaletteId</c> (retail's own on-disk <c>BaseObjDesc.PaletteId</c>
/// field is unused for this purpose; cross-checked against
/// <c>references/ACE/Source/ACE.Server/Factories/PlayerFactory.cs:58</c>,
/// which sets <c>PropertyDataId.PaletteBase</c> from <c>sex.BasePalette</c>
/// directly).
/// </param>
/// <param name="ObjDesc">
/// The composed subpalette/texture/part-swap deltas, in retail's exact
/// application order (see <see cref="ChargenAppearanceFactory.TryCompose"/>).
/// </param>
public sealed record ChargenAppearanceResult(
uint SetupId,
uint BasePaletteId,
ChargenObjDesc ObjDesc,
IReadOnlyList<uint> MissingPalSetIds,
IReadOnlyList<uint> MissingClothingTableIds,
IReadOnlyList<uint> ClothingTablesMissingBaseEffectForSetup);
/// <summary>
/// Index→ObjDesc appearance factory: the missing piece the campaign plan's
/// "acdream seams" section names (Appearance building: <c>DollEntityBuilder.Build</c>
/// is index-agnostic but reads a LIVE entity; chargen needs a new index→dat
/// →ObjDesc factory). Pure — no Chorizite types on this type's public
/// surface, matching CC1's <c>ChargenOptions</c> family; PalSet/ClothingTable
/// dat reads are pushed behind <see cref="IChargenPalSetSource"/>/
/// <see cref="IChargenClothingTableSource"/>, whose production implementation
/// (<c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c>) does the actual
/// dat work.
///
/// <para>
/// Ports <c>gmCG3DView::Update @ 0x004EE9D0</c>'s ObjDesc rebuild verbatim,
/// in its EXACT append order (verified against the decompiled control flow,
/// not inferred from the UI's tab order or the wire's field order, both of
/// which differ — see the per-slot XML doc below):
/// </para>
/// <list type="number">
/// <item>Base body (<c>Sex_CG.BaseObjDesc</c>).</item>
/// <item>Hair style overlay (<c>HairStyle_CG.ObjDesc</c>), if selected.</item>
/// <item>Clothing, in retail's own order — <b>Headgear, Trousers, Shirt,
/// Footwear</b> (NOT the UI tab order 5/6/7/8 = headgear/shirt/trousers/
/// footwear, and NOT the wire field order from CC2's 0xF656 builder,
/// which is also headgear/shirt/trousers/footwear). Each slot applies
/// its <c>ClothingBase</c> part/texture overrides unconditionally, then
/// — only when a color is also selected — its dye subpalette via
/// <c>ClothingTable::BuildObjDesc @ 0x005A7900</c>.</item>
/// <item>Eyes strip overlay (bald variant when the selected hair style's
/// <c>Bald</c> flag is set), if selected.</item>
/// <item>Nose strip overlay, if selected.</item>
/// <item>Mouth strip overlay, if selected.</item>
/// <item>Skin subpalette — UNCONDITIONAL, no "if selected" guard in
/// retail (the decompiled block runs every time, unlike every style/
/// color slot above and below it, which all gate on retail's
/// <c>0xFFFFFFFF</c> sentinel).</item>
/// <item>Hair color subpalette, if selected.</item>
/// <item>Eye color subpalette, if selected.</item>
/// </list>
/// </summary>
public static class ChargenAppearanceFactory
{
/// <summary>
/// Retail's HUMAN_SETUP_ID fallback (<c>ACViewer.Entity.Enum.SetupConst.HumanMale</c>
/// = 0x02000001; the same constant <c>gmCG3DView</c>'s ctor and
/// <c>::Update</c> fall back to when no valid body Setup is resolvable).
/// </summary>
public const uint HumanSetupId = 0x02000001u;
/// <summary>
/// Retail's <c>IDClass</c> "unset" sentinel (<c>INVALID_DID</c>,
/// 0xFFFFFFFF — <c>acclient.h:39909</c>). <c>CharGenState::GetSetupID @
/// 0x005C5B22</c> and <c>gmCG3DView::Update</c>'s own checks
/// (~0x004EEA51/0x004EEA5F) both test a Setup id against THIS value, not
/// zero — a hair style whose <c>AlternateSetup</c> field happens to
/// store this sentinel must be treated as "no override," exactly like
/// zero, or the factory would hand a bogus Setup id to
/// <c>Get&lt;Setup&gt;</c> and produce no preview at all.
/// </summary>
private const uint InvalidDid = 0xFFFFFFFFu;
/// <summary>
/// Skin subpalette overlay range, retail's hard-coded literal at
/// <c>gmCG3DView::Update</c> ~0x004EF066-0x004EF07E: real byte offset 0,
/// real color count 192 (0xC0), packed to <see cref="ChargenSubPalette"/>'s
/// *8 on-disk units as (0, 24).
/// </summary>
private const byte SkinRangeOffset = 0;
private const byte SkinRangeNumColors = 24; // 192 / 8
/// <summary>
/// Hair color subpalette overlay range, retail's hard-coded literal at
/// ~0x004EF0FA-0x004EF116: real offset 192 (0xC0), real count 64 (0x40),
/// packed to (24, 8).
/// </summary>
private const byte HairRangeOffset = 24; // 192 / 8
private const byte HairRangeNumColors = 8; // 64 / 8
/// <summary>
/// Eye color subpalette overlay range, retail's hard-coded literal at
/// ~0x004EF15A-0x004EF16E: real offset 256 (0x100), real count 64
/// (0x40), packed to (32, 8).
/// </summary>
private const byte EyeRangeOffset = 32; // 256 / 8
private const byte EyeRangeNumColors = 8; // 64 / 8
/// <summary>
/// Composes a preview appearance description for one heritage/gender +
/// selection, or returns false when the heritage/gender itself doesn't
/// resolve (mirrors the <c>Try*</c> convention <see cref="ChargenOptions"/>
/// already uses). Never throws on missing PalSet/ClothingTable data —
/// a miss is recorded in the result's diagnostic lists and that single
/// contribution is skipped, matching retail's own "hash miss → no-op,
/// caller never checks BuildObjDesc's return value" behavior.
/// </summary>
/// <param name="alternateSetupIdOverride">
/// Retail's SECOND body-Setup-override source — <c>gmCG3DView</c>'s
/// <c>m_alternateSetupID</c> field (default <c>INVALID_DID</c>, read at
/// <c>gmCG3DView::Update @ ~0x004EEA46-0x004EEA53</c>) — which, when set
/// to anything other than <c>INVALID_DID</c>, REPLACES the hairstyle/
/// gender-resolved Setup id outright rather than combining with it.
/// <b>Decomp-verified NOT to be a character-creation-time mechanism:</b>
/// every write site for <c>m_alternateSetupID</c> (the Penumbraen-crown
/// and Undead-no-flame variants, ~0x004DFB3F/0x004E0C54/0x004E0D42/
/// 0x004E0DB1) lives on <c>gmBarberUI</c> — the POST-CREATION barber-
/// shop appearance-editing screen, a wholly separate UI class from
/// character creation's <c>gmCGAppearancePage</c>, which has no
/// <c>m_pOption1Checkbox</c>-equivalent field and never writes
/// <c>m_alternateSetupID</c> anywhere in its own methods (confirmed
/// against every field on <c>gmCGAppearancePage</c>,
/// <c>acclient.h:56373-56428</c>). For chargen's own preview,
/// <c>m_alternateSetupID</c> is therefore ALWAYS <c>INVALID_DID</c> in
/// retail, and this parameter's default (<see cref="InvalidDid"/>)
/// reproduces that exactly — a real, decomp-verified precedence tier is
/// threaded through so a future non-chargen consumer of this same
/// factory (e.g. a barber-shop feature, out of Campaign CC's scope) can
/// supply one, without inventing a UI source chargen's own Appearance
/// page doesn't have.
/// </param>
public static bool TryCompose(
ChargenOptions options,
uint heritageId,
int genderKey,
ChargenAppearanceSelection selection,
IChargenPalSetSource palSets,
IChargenClothingTableSource clothingTables,
out ChargenAppearanceResult result,
uint alternateSetupIdOverride = InvalidDid)
{
ArgumentNullException.ThrowIfNull(options);
ArgumentNullException.ThrowIfNull(palSets);
ArgumentNullException.ThrowIfNull(clothingTables);
result = default!;
if (!options.TryGetHeritage(heritageId, out ChargenHeritageOptions? heritage)
|| !heritage.GendersByKey.TryGetValue(genderKey, out ChargenGenderOptions? gender))
{
return false;
}
var missingPalSets = new List<uint>();
var missingClothingTables = new List<uint>();
var absentBaseEffects = new List<uint>();
// ── 1. body Setup id ────────────────────────────────────────────
uint setupId = gender.SetupId;
ChargenHairStyle? hairStyle = null;
if (selection.HairStyle != ChargenAppearanceSelection.Unset
&& selection.HairStyle < (uint)gender.HairStyles.Count)
{
hairStyle = gender.HairStyles[(int)selection.HairStyle];
if (hairStyle.AlternateSetup != 0 && hairStyle.AlternateSetup != InvalidDid)
setupId = hairStyle.AlternateSetup;
}
// gmCG3DView::Update @ ~0x004EEA46-0x004EEA53: m_alternateSetupID,
// when set, REPLACES the hairstyle/gender-resolved id outright — it
// does not combine with it. See alternateSetupIdOverride's own doc
// for why chargen's own Appearance page never actually supplies one.
if (alternateSetupIdOverride != InvalidDid)
setupId = alternateSetupIdOverride;
if (setupId == 0 || setupId == InvalidDid)
setupId = HumanSetupId;
// ── 2. ObjDesc accumulation, retail's exact append order ───────
var subPalettes = new List<ChargenSubPalette>();
var textureChanges = new List<ChargenTextureChange>();
var animPartChanges = new List<ChargenAnimPartChange>();
Append(gender.BaseObjDesc, subPalettes, textureChanges, animPartChanges);
if (hairStyle is not null)
Append(hairStyle.ObjDesc, subPalettes, textureChanges, animPartChanges);
ComposeClothingSlot(
gender.Headgears, selection.HeadgearStyle,
gender.ClothingColors, selection.HeadgearColor, selection.HeadgearShade,
setupId, clothingTables, palSets,
subPalettes, textureChanges, animPartChanges,
missingClothingTables, missingPalSets, absentBaseEffects);
ComposeClothingSlot(
gender.Pants, selection.TrousersStyle,
gender.ClothingColors, selection.TrousersColor, selection.TrousersShade,
setupId, clothingTables, palSets,
subPalettes, textureChanges, animPartChanges,
missingClothingTables, missingPalSets, absentBaseEffects);
ComposeClothingSlot(
gender.Shirts, selection.ShirtStyle,
gender.ClothingColors, selection.ShirtColor, selection.ShirtShade,
setupId, clothingTables, palSets,
subPalettes, textureChanges, animPartChanges,
missingClothingTables, missingPalSets, absentBaseEffects);
ComposeClothingSlot(
gender.Footwear, selection.FootwearStyle,
gender.ClothingColors, selection.FootwearColor, selection.FootwearShade,
setupId, clothingTables, palSets,
subPalettes, textureChanges, animPartChanges,
missingClothingTables, missingPalSets, absentBaseEffects);
if (selection.EyesStrip != ChargenAppearanceSelection.Unset
&& selection.EyesStrip < (uint)gender.EyeStrips.Count)
{
ChargenEyeStrip strip = gender.EyeStrips[(int)selection.EyesStrip];
bool bald = hairStyle?.Bald == true;
Append(bald ? strip.BaldObjDesc : strip.ObjDesc, subPalettes, textureChanges, animPartChanges);
}
if (selection.NoseStrip != ChargenAppearanceSelection.Unset
&& selection.NoseStrip < (uint)gender.NoseStrips.Count)
{
Append(gender.NoseStrips[(int)selection.NoseStrip].ObjDesc, subPalettes, textureChanges, animPartChanges);
}
if (selection.MouthStrip != ChargenAppearanceSelection.Unset
&& selection.MouthStrip < (uint)gender.MouthStrips.Count)
{
Append(gender.MouthStrips[(int)selection.MouthStrip].ObjDesc, subPalettes, textureChanges, animPartChanges);
}
// ── Skin subpalette: UNCONDITIONAL (no selection gate in retail) ─
ChargenPalSet? skinPalSet = palSets.TryGetPalSet(gender.SkinPalSetId);
if (skinPalSet is null)
{
missingPalSets.Add(gender.SkinPalSetId);
}
else
{
int skinIndex = ChargenPalSetMath.GetPaletteIndex(skinPalSet.PaletteIds.Count, selection.SkinShade);
if (skinIndex >= 0)
{
subPalettes.Add(new ChargenSubPalette(
skinPalSet.PaletteIds[skinIndex], SkinRangeOffset, SkinRangeNumColors));
}
}
if (selection.HairColor != ChargenAppearanceSelection.Unset
&& selection.HairColor < (uint)gender.HairColors.Count)
{
uint hairPalSetId = gender.HairColors[(int)selection.HairColor];
ChargenPalSet? hairPalSet = palSets.TryGetPalSet(hairPalSetId);
if (hairPalSet is null)
{
missingPalSets.Add(hairPalSetId);
}
else
{
int hairIndex = ChargenPalSetMath.GetPaletteIndex(hairPalSet.PaletteIds.Count, selection.HairShade);
if (hairIndex >= 0)
{
subPalettes.Add(new ChargenSubPalette(
hairPalSet.PaletteIds[hairIndex], HairRangeOffset, HairRangeNumColors));
}
}
}
if (selection.EyeColor != ChargenAppearanceSelection.Unset
&& selection.EyeColor < (uint)gender.EyeColors.Count)
{
// Direct Palette id — no PalSet/shade indirection (see ChargenPalSet's doc).
uint eyePaletteId = gender.EyeColors[(int)selection.EyeColor];
subPalettes.Add(new ChargenSubPalette(eyePaletteId, EyeRangeOffset, EyeRangeNumColors));
}
var objDesc = new ChargenObjDesc(
gender.BasePaletteId,
subPalettes.AsReadOnly(),
textureChanges.AsReadOnly(),
animPartChanges.AsReadOnly());
result = new ChargenAppearanceResult(
setupId,
gender.BasePaletteId,
objDesc,
missingPalSets.AsReadOnly(),
missingClothingTables.AsReadOnly(),
absentBaseEffects.AsReadOnly());
return true;
}
private static void Append(
ChargenObjDesc source,
List<ChargenSubPalette> subPalettes,
List<ChargenTextureChange> textureChanges,
List<ChargenAnimPartChange> animPartChanges)
{
subPalettes.AddRange(source.SubPalettes);
textureChanges.AddRange(source.TextureChanges);
animPartChanges.AddRange(source.AnimPartChanges);
}
private static void ComposeClothingSlot(
IReadOnlyList<ChargenGearOption> gearOptions,
uint styleIndex,
IReadOnlyList<uint> clothingColors,
uint colorIndex,
double shade,
uint bodySetupId,
IChargenClothingTableSource clothingTables,
IChargenPalSetSource palSets,
List<ChargenSubPalette> subPalettes,
List<ChargenTextureChange> textureChanges,
List<ChargenAnimPartChange> animPartChanges,
List<uint> missingClothingTables,
List<uint> missingPalSets,
List<uint> absentBaseEffects)
{
if (styleIndex == ChargenAppearanceSelection.Unset || styleIndex >= (uint)gearOptions.Count)
return;
ChargenGearOption gear = gearOptions[(int)styleIndex];
ChargenClothingTable? table = clothingTables.TryGetClothingTable(gear.ClothingTableId);
if (table is null)
{
missingClothingTables.Add(gear.ClothingTableId);
return;
}
if (table.BaseEffectsBySetupId.TryGetValue(bodySetupId, out ChargenClothingBaseEffect? baseEffect))
{
animPartChanges.AddRange(baseEffect.PartChanges);
textureChanges.AddRange(baseEffect.TextureChanges);
}
else
{
absentBaseEffects.Add(gear.ClothingTableId);
}
if (colorIndex == ChargenAppearanceSelection.Unset || colorIndex >= (uint)clothingColors.Count)
return;
uint paletteTemplateId = clothingColors[(int)colorIndex];
if (!table.PaletteTemplatesById.TryGetValue(paletteTemplateId, out ChargenClothingPaletteTemplate? template))
return; // retail: hash miss on the OUTER palette-template lookup is a silent no-op.
foreach (ChargenClothingSubPaletteChoice choice in template.Choices)
{
ChargenPalSet? palSet = palSets.TryGetPalSet(choice.PalSetId);
if (palSet is null)
{
// Retail's own inner loop (ClothingTable::BuildObjDesc
// ~0x005A7B24-0x005A7BD3) returns 0 IMMEDIATELY when
// DBObj::Get fails for one subpalEffect entry's PalSet
// (~0x005A7B32) — aborting every REMAINING choice in this
// same garment's palette template, not merely skipping the
// failed one. `break`, not `continue`, matches that; the
// miss is still recorded so callers can see it happened.
missingPalSets.Add(choice.PalSetId);
break;
}
int index = ChargenPalSetMath.GetPaletteIndex(palSet.PaletteIds.Count, shade);
if (index < 0)
continue;
uint paletteId = palSet.PaletteIds[index];
foreach (ChargenClothingSubPaletteRange range in choice.Ranges)
{
subPalettes.Add(new ChargenSubPalette(
paletteId,
PackOffset(range.Offset),
PackNumColors(range.NumColors)));
}
}
}
/// <summary>
/// Converts a real (unpacked) clothing subpalette offset into
/// <see cref="ChargenSubPalette"/>'s packed *8 on-disk unit. Throws
/// rather than silently truncating on a shape we've never seen and
/// don't know how to represent losslessly (guards against the
/// unchecked-narrowing footgun a plain <c>(byte)(value / 8)</c> cast
/// would otherwise hide).
/// </summary>
private static byte PackOffset(uint realOffset)
{
if (realOffset % 8u != 0 || realOffset > 2040u)
{
throw new ArgumentOutOfRangeException(
nameof(realOffset),
realOffset,
"Clothing subpalette range offset does not fit the packed *8 byte "
+ "convention (expected a multiple of 8 in [0, 2040]).");
}
return (byte)(realOffset / 8u);
}
/// <summary>
/// Same packing as <see cref="PackOffset"/>, plus retail's own explicit
/// "whole palette" sentinel: a packed <c>NumColors</c> of 0 means "the
/// entire palette" (<see cref="AcDream.Core.World.PaletteOverride"/>'s
/// doc: "Length=0 is a sentinel meaning entire palette... defaulting to
/// 256*8"). A real count of exactly 2048 (256*8) IS that same value
/// spelled out in real units, so it packs to 0 BY DESIGN — not because
/// an unchecked <c>(byte)</c> cast happens to wrap 256 back to 0.
/// </summary>
private static byte PackNumColors(uint realNumColors)
{
if (realNumColors == 2048u)
return 0;
if (realNumColors % 8u != 0 || realNumColors > 2040u)
{
throw new ArgumentOutOfRangeException(
nameof(realNumColors),
realNumColors,
"Clothing subpalette range color count does not fit the packed *8 byte "
+ "convention (expected a multiple of 8 in [0, 2040], or exactly 2048 "
+ "for the whole-palette sentinel).");
}
return (byte)(realNumColors / 8u);
}
}

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namespace AcDream.Core.CharGen;
/// <summary>
/// The fourteen style/color indices plus the six f64 shades
/// <see cref="ChargenAppearanceFactory.TryCompose"/> needs to build a preview
/// description — field-for-field the same shape as CC3's
/// <c>AcDream.Runtime.Session.RuntimeCharacterCreationAppearance</c> (and,
/// through it, <c>CharacterCreate.Appearance</c>'s wire fields), kept as a
/// SEPARATE type here rather than referenced directly because
/// <c>AcDream.Runtime</c> depends on <c>AcDream.Core</c> and not the other
/// way around. CC6b's job is the trivial field-by-field copy from the
/// Runtime owner's snapshot into this type. <see cref="Unset"/>/
/// <see cref="UnsetShade"/> mirror retail's own sentinels exactly (same
/// citations CC3 already recorded): <c>0xFFFFFFFF</c> for "nothing selected"
/// and the IEEE-754 <c>-1.0</c> construction-time shade default
/// (<c>CharGenState::Reset @ 0x005C68A0</c>).
/// </summary>
public readonly record struct ChargenAppearanceSelection(
uint EyesStrip,
uint NoseStrip,
uint MouthStrip,
uint HairStyle,
uint HairColor,
uint EyeColor,
uint HeadgearStyle,
uint HeadgearColor,
uint ShirtStyle,
uint ShirtColor,
uint TrousersStyle,
uint TrousersColor,
uint FootwearStyle,
uint FootwearColor,
double SkinShade,
double HairShade,
double HeadgearShade,
double ShirtShade,
double TrousersShade,
double FootwearShade)
{
public const uint Unset = 0xFFFFFFFFu;
public const double UnsetShade = -1.0;
public static ChargenAppearanceSelection Default { get; } = new(
Unset, Unset, Unset,
Unset, Unset, Unset,
Unset, Unset,
Unset, Unset,
Unset, Unset,
Unset, Unset,
UnsetShade, UnsetShade, UnsetShade,
UnsetShade, UnsetShade, UnsetShade);
}

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using System.Collections.Frozen;
namespace AcDream.Core.CharGen;
/// <summary>
/// One un-resolved dye-shade choice inside a clothing "palette template"
/// (retail's inner <c>CloSubpalEffect</c> array entry, one per
/// <c>ClothingTable::BuildObjDesc @ 0x005A7900</c> loop iteration; Chorizite
/// projects the identical shape as <c>DatReaderWriter.Types.CloSubPalette</c>
/// — a <c>PaletteSet</c> id plus a list of overlay ranges). Offsets/counts
/// here are the REAL (unpacked) color units read straight off the dat
/// (installed-DAT probe: Aluvian male "Cloth Cap" headgear reads
/// off=2000,n=48 for every one of its 28 palette-template entries) — the
/// *8-packed byte convention only applies to the OUTPUT
/// <see cref="ChargenSubPalette"/>, converted once at composition time
/// (<see cref="ChargenAppearanceFactory"/>).
/// </summary>
public readonly record struct ChargenClothingSubPaletteRange(uint Offset, uint NumColors);
/// <summary>
/// One resolvable-by-shade colour choice for a clothing palette template:
/// the PalSet id (0x0F......) to resolve via
/// <see cref="ChargenPalSetMath.GetPaletteIndex"/>, plus every overlay range
/// to apply once resolved.
/// </summary>
public readonly record struct ChargenClothingSubPaletteChoice(
uint PalSetId,
IReadOnlyList<ChargenClothingSubPaletteRange> Ranges);
/// <summary>
/// One clothing-table "palette template" (retail's <c>CloPaletteTemplate</c>,
/// looked up in <c>ClothingTable::_paletteTemplatesHash</c> by the id
/// <c>CharGenState::GetHeadgearPaletteTemplateID</c> (and its Shirt/Trousers/
/// Footwear siblings, all at 0x005C38F0-0x005C3980) return — which is itself
/// just a bounds-checked passthrough of <c>Sex_CG.ClothingColors[index]</c>:
/// every one of the four per-slot template-id arrays
/// (<c>headgearPaletteTemplateIDs</c>/<c>shirtPaletteTemplateIDs</c>/
/// <c>trousersPaletteTemplateIDs</c>/<c>footwearPaletteTemplateIDs</c>) is
/// populated from the SAME single <c>Sex_CG::ClothingColors</c> dat field —
/// there is no per-clothing-slot color list in the dat schema at all. This
/// CONFIRMS (does not merely approximate) register row AP-208's shared-list
/// design in <c>RuntimeCharacterCreationAppearance</c>/
/// <c>ChargenAppearanceSlot</c> — installed-DAT probe: Aluvian male's
/// <c>ClothingColors</c> = {9,6,4,8,7,5,2,3,13}, and the "Cloth Cap"
/// headgear's <c>ClothingSubPalEffects</c> keys include 2,3,4,5,6,7,8,9,13 —
/// the shared list's raw values ARE the template-id keys, verified live.
/// </summary>
public sealed record ChargenClothingPaletteTemplate(
IReadOnlyList<ChargenClothingSubPaletteChoice> Choices)
{
public static ChargenClothingPaletteTemplate Empty { get; } =
new(Array.Empty<ChargenClothingSubPaletteChoice>());
}
/// <summary>
/// One body-Setup-specific part/texture override set (retail's
/// <c>ClothingBaseEffect</c>, applied by
/// <c>ClothingBase::ApplyPartAndTextureChanges @ 0x005A8EB0</c>): for each
/// <c>CloObjectEffect</c>, an unconditional <see cref="ChargenAnimPartChange"/>
/// (part index → replacement GfxObj) plus every
/// <see cref="ChargenTextureChange"/> the SAME object effect carries for
/// that part.
/// </summary>
public sealed record ChargenClothingBaseEffect(
IReadOnlyList<ChargenAnimPartChange> PartChanges,
IReadOnlyList<ChargenTextureChange> TextureChanges)
{
public static ChargenClothingBaseEffect Empty { get; } = new(
Array.Empty<ChargenAnimPartChange>(),
Array.Empty<ChargenTextureChange>());
}
/// <summary>
/// Pure projection of one ClothingTable dat object (0x19......, retail
/// <c>ClothingTable::Unpack</c> / Chorizite
/// <c>DatReaderWriter.DBObjs.ClothingTable</c>). One instance is referenced
/// per <see cref="ChargenGearOption.ClothingTableId"/> — a single garment
/// CHOICE (e.g. "Cloth Cowl") carries its own table covering every body
/// Setup it can be worn on plus every dye choice offered for it.
///
/// <para>
/// <b>Deliberate scope cut (CC6a) — MEASURED, not just asserted:</b> retail's
/// <c>ClothingTable::BuildObjDesc</c> falls back through a chain of ~8
/// hard-coded Setup-id substitutions (Umbraen crown/no-crown/void,
/// Penumbraen, Undead skeleton/zombie, Anakshay) when
/// <see cref="BaseEffectsBySetupId"/> has no direct entry for the requested
/// body Setup. CC6a's composer looks up <see cref="BaseEffectsBySetupId"/>
/// directly and skips a slot's part/texture contribution on a miss (this is
/// the OUTER lookup — <c>ClothingTable::_cloBaseHash</c> — whose retail
/// miss behavior is genuinely a no-op the caller never checks; the SEPARATE
/// inner per-choice PalSet lookup inside the same function's subpalette loop
/// has its own, stricter, abort-on-miss behavior — see
/// <c>ChargenAppearanceFactory.ComposeClothingSlot</c>'s own doc, ported
/// faithfully there) rather than porting the Setup-substitution chain. The
/// installed-DAT catalog test (<c>ChargenAppearanceCatalogInstalledDatTests</c>)
/// MEASURED this directly across all 26 heritage/gender combinations rather
/// than assuming it: for the 9 standard heritages where retail's own UI
/// actually shows clothing controls (everything except Gear Knight and the
/// two Olthoi variants, which retail hides the clothes button for entirely
/// — <c>gmCGAppearancePage::Update @ 0x0047E8F0</c>'s
/// <c>m_pClothesButton->SetVisible(0)</c> branches for
/// <c>mHeritageGroup == 6</c> and <c>== 0xc || == 0xd</c>), the default
/// gear choices resolve against their own body Setup with ZERO missing
/// coverage. <b>Undead IS a real gap</b> — retail DOES show clothing
/// controls for Undead, and MEASURED coverage is missing for <b>ALL FOUR</b>
/// clothing slots (headgear, trousers, shirt, AND footwear — not just three
/// of the four), on both genders: neither gender's live body Setup has a
/// <see cref="BaseEffectsBySetupId"/> entry in any of its four default gear
/// choices' clothing tables, because Undead's live body Setup IS one of the
/// skeleton/zombie variants the un-ported substitution chain exists to
/// redirect. A live preview for Undead will therefore render its default
/// clothing selection with NO part/texture override applied on any of the
/// four slots (the underlying body shows through unclothed) until the
/// substitution chain — or an equivalent per-heritage default-clothing-setup
/// mapping — lands. Filed as a known CC6a limitation for CC6b/a follow-up
/// rather than silently "confirmed unreachable."
/// </para>
/// </summary>
public sealed record ChargenClothingTable(
IReadOnlyDictionary<uint, ChargenClothingBaseEffect> BaseEffectsBySetupId,
IReadOnlyDictionary<uint, ChargenClothingPaletteTemplate> PaletteTemplatesById)
{
public static ChargenClothingTable Empty { get; } = new(
FrozenDictionary<uint, ChargenClothingBaseEffect>.Empty,
FrozenDictionary<uint, ChargenClothingPaletteTemplate>.Empty);
}
/// <summary>
/// Resolves a PalSet dat id (0x0F......) to its pure projection. The
/// production implementation (<c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c>)
/// reads and caches the real dat object; this interface keeps
/// <see cref="ChargenAppearanceFactory"/> free of any Chorizite dependency
/// (unit tests supply a hand-built fake).
/// </summary>
public interface IChargenPalSetSource
{
ChargenPalSet? TryGetPalSet(uint palSetId);
}
/// <summary>
/// Resolves a ClothingTable dat id (0x19......) to its pure projection.
/// Same production/test split as <see cref="IChargenPalSetSource"/>.
/// </summary>
public interface IChargenClothingTableSource
{
ChargenClothingTable? TryGetClothingTable(uint clothingTableId);
}

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namespace AcDream.Core.CharGen;
/// <summary>
/// Pure projection of a PalSet dat object (0x0F......, retail
/// <c>PalSet::Unpack</c> / Chorizite <c>DatReaderWriter.DBObjs.PalSet</c>):
/// the ordered list of Palette dat ids (0x04......) a shade fraction picks
/// from via <see cref="ChargenPalSetMath.GetPaletteIndex"/>. Every appearance
/// color slot that resolves "by shade" — skin (<c>ChargenGenderOptions.SkinPalSetId</c>),
/// hair (<c>ChargenGenderOptions.HairColors[i]</c>), and every clothing
/// dye choice (<c>ChargenClothingSubPaletteChoice.PalSetId</c>) — reads one
/// of these. Eye color is the one exception: retail uses the raw entry
/// from <c>ChargenGenderOptions.EyeColors</c> directly as a Palette id, no
/// PalSet/shade indirection (<c>gmCG3DView::Update</c> pseudo-C ~0x004EF12F;
/// cross-checked against
/// <c>references/ACE/Source/ACE.Server/Factories/PlayerFactory.cs:100</c>,
/// which sets <c>EyesPalette</c> straight from <c>sex.EyeColorList[eyeColor]</c>
/// with no <c>GetPaletteID</c> call, unlike the Skin/Hair lines immediately
/// above it).
/// </summary>
public sealed record ChargenPalSet(IReadOnlyList<uint> PaletteIds)
{
public static ChargenPalSet Empty { get; } = new(Array.Empty<uint>());
}

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namespace AcDream.Core.CharGen;
/// <summary>
/// Pure port of retail's shade→palette-index resolution
/// (<c>PalSet::GetPaletteID @ 0x005AC570</c>, invoked from
/// <c>gmCG3DView::Update @ 0x004EE9D0</c> for the skin/hair subpalette
/// build and from <c>ClothingTable::BuildObjDesc @ 0x005A7900</c> for every
/// clothing-slot dye choice). The decompiled body is genuinely FPU-elided —
/// the <c>_ftol2()</c> truncating-cast operand is lost to the decompiler,
/// and can only be read as "some product of <paramref name="count"/>-ish and
/// <paramref name="shade"/>-ish operands" from the surrounding x87 stack
/// traffic — but the decomp's own control-flow SHAPE is still verifiable
/// independent of that lost operand: a two-sided FPU compare at
/// <c>0x005AC5A0</c> gating on <c>&gt;= 0.0</c>, consistent with a
/// <c>[0,1]</c> shade bounds check before the cast. What resolves the
/// elided operand is ACE's <c>ACE.DatLoader.FileTypes.PaletteSet.GetPaletteID</c>,
/// which carries the explicit comment "Taken from acclient.c
/// (PalSet::GetPaletteID)" against the exact formula below. That is TWO
/// sources (decomp control flow + ACE's cited port), not three: the
/// <c>PaletteSet.cs</c> file present in the vendored ACViewer checkout is
/// ACE's own file, not an independent reimplementation, and ACViewer's
/// <c>ClothingTableList.xaml.cs:97</c> UI slider computes a DIFFERENT
/// expression for a DIFFERENT problem (mapping a shade back to a slider tick
/// position against <c>Shades.Maximum</c>, i.e. <c>count-1</c>, not
/// <c>count</c>) — neither corroborates this formula and both are dropped
/// from the evidence chain here.
/// </summary>
public static class ChargenPalSetMath
{
/// <summary>
/// Resolves a shade fraction to an index into a palette-id list of the
/// given <paramref name="count"/>. Returns -1 (retail's
/// <c>INVALID_DID</c> outcome) when <paramref name="count"/> is
/// non-positive or <paramref name="shade"/> falls outside
/// <c>[0.0, 1.0]</c> — including retail's own <c>-1.0</c> "unset"
/// sentinel (<c>CharGenState::Reset @ 0x005C68A0</c>), which is
/// deliberately out of range so an untouched shade resolves to
/// "nothing," matching retail. Callers should treat -1 as "skip this
/// subpalette contribution" rather than emit a placeholder id.
/// </summary>
public static int GetPaletteIndex(int count, double shade)
{
if (count <= 0 || shade < 0.0 || shade > 1.0)
return -1;
// Truncating cast, exactly as ACE's cited port and the decomp's
// _ftol2() (which truncates toward zero on x86, matching a plain
// C-style (int) cast here since count > 0 and 0 <= shade <= 1 keep
// the product non-negative).
int index = (int)((count - 0.000001) * shade);
if (index < 0)
index = 0;
if (index > count - 1)
index = count - 1;
return index;
}
}

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using System;
using System.Numerics;
using DatReaderWriter.DBObjs;
namespace AcDream.Core.Physics;
/// <summary>
/// Retail's simplest animation-clip playback shape: advance a frame position
/// at a fixed framerate and wrap it back into <c>[LowFrame, HighFrame]</c>,
/// then linearly interpolate one part's origin/orientation between the two
/// bracketing frames. This is the effect of
/// <c>CPhysicsObj::set_sequence_animation</c> (<c>0x0050F6F0</c>) when called
/// with a constant DID and a nonzero framerate and no further motion-command
/// traffic — e.g. <c>gmCG3DView::StartAnimation</c> (<c>0x004EE600</c>),
/// which plays the chargen preview's idle DID at a flat 30 fps with no
/// transitional blending.
///
/// <para>
/// This exact advance-with-wrap-then-lerp/slerp algorithm already exists as
/// an inline, App-layer-only implementation for the "legacy" (no
/// <see cref="AnimationSequencer"/>) NPC idle-cycle path —
/// <c>LiveEntityAnimationPresenter.Present</c>'s non-sequencer branch
/// (<c>CurrFrame += legacyAdvanceSeconds * Framerate</c> with the same
/// modulo wrap) and its private <c>TryResolvePartFrame</c> helper (the same
/// frame-bracket lerp/slerp). That call site has a live entity, a
/// <c>LiveEntityRuntime</c> membership, and per-tick elapsed time supplied by
/// the render loop; the chargen preview has none of that (there is no live
/// entity — character creation hasn't happened yet), so it cannot reuse that
/// class directly. Rather than re-typing the same formula a second time,
/// this Core, pure, unit-testable class is the shared primitive: the
/// chargen preview (<c>AcDream.App.Rendering.ChargenPreviewAnimator</c>)
/// consumes it directly, and it is safe for a future pass to redirect
/// <c>LiveEntityAnimationPresenter</c>'s inline copy through it as a
/// behavior-preserving mechanical follow-up (not done here — that file is
/// live, heavily tested production entity-rendering code with zero relation
/// to this preview-only feature, so touching it is out of this slice's
/// blast radius by design, not oversight). Tracked as
/// <c>docs/ISSUES.md</c> #403 so the follow-up has an owner.
/// </para>
/// </summary>
public static class RetailAnimationCyclePlayback
{
/// <summary>
/// Advances <paramref name="currFrame"/> by <c>elapsedSeconds * framerate</c>
/// and wraps it back into <c>[lowFrame, highFrame]</c> with the SAME modulo
/// shape <c>LiveEntityAnimationPresenter.Present</c>'s legacy branch uses
/// (<c>over % (span + 1)</c>, not a plain clamp — a frame position that
/// overshoots the end by more than one span wraps around more than once
/// rather than sticking at the boundary, matching a long stall/resume).
/// Returns <paramref name="currFrame"/> unchanged for a degenerate cycle
/// (<paramref name="highFrame"/> &lt;= <paramref name="lowFrame"/>), a
/// non-positive <paramref name="framerate"/>, or a non-positive
/// <paramref name="elapsedSeconds"/>.
/// </summary>
public static float Advance(
float currFrame,
int lowFrame,
int highFrame,
float framerate,
float elapsedSeconds)
{
int span = highFrame - lowFrame;
if (span <= 0 || framerate <= 0f || elapsedSeconds <= 0f)
return currFrame;
float next = currFrame + elapsedSeconds * framerate;
if (next > highFrame)
{
float over = next - lowFrame;
next = lowFrame + (over % (span + 1));
}
else if (next < lowFrame)
{
next = lowFrame;
}
return next;
}
/// <summary>
/// Resolves part <paramref name="partIndex"/>'s origin/orientation at
/// <paramref name="currFrame"/> by linearly interpolating (lerp origin,
/// slerp orientation) between the frame at <c>floor(currFrame)</c> and
/// the next frame in the cycle (wrapping <paramref name="highFrame"/>+1
/// back to <paramref name="lowFrame"/>). Returns <c>false</c> — with
/// <c>default</c> outputs — when <paramref name="partIndex"/> is outside
/// the bracketing frame's part list, matching
/// <c>LiveEntityAnimationPresenter.TryResolvePartFrame</c>'s no-
/// sequence-frames branch exactly.
/// </summary>
public static bool TryInterpolatePart(
Animation animation,
float currFrame,
int lowFrame,
int highFrame,
int partIndex,
out Vector3 origin,
out Quaternion orientation)
{
ArgumentNullException.ThrowIfNull(animation);
int frameIndex = (int)MathF.Floor(currFrame);
if (frameIndex < lowFrame || frameIndex > highFrame || frameIndex >= animation.PartFrames.Count)
frameIndex = lowFrame;
int nextIndex = frameIndex + 1;
if (nextIndex > highFrame || nextIndex >= animation.PartFrames.Count)
nextIndex = lowFrame;
float t = Math.Clamp(currFrame - frameIndex, 0f, 1f);
var frames = animation.PartFrames[frameIndex].Frames;
var nextFrames = animation.PartFrames[nextIndex].Frames;
if (partIndex < frames.Count)
{
var first = frames[partIndex];
var next = partIndex < nextFrames.Count ? nextFrames[partIndex] : first;
origin = Vector3.Lerp(first.Origin, next.Origin, t);
orientation = Quaternion.Slerp(first.Orientation, next.Orientation, t);
return true;
}
origin = default;
orientation = default;
return false;
}
}