feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation
Delivers the CC6a foundation half of the chargen 3D preview: the missing index->ObjDesc appearance factory the campaign plan's acdream-seams section named, plus a static-pose offscreen renderer following PrivateEntityViewportRenderer's proven paperdoll/appraisal architecture. Page mount, spin/color-wheel controls, and rotate/zoom behavior stay out of scope per the CC4-parallel worktree contract (CC6b, after CC4 merges). Core (src/AcDream.Core/CharGen/, pure, no Chorizite on public surfaces): ChargenAppearanceFactory.TryCompose ports gmCG3DView::Update @0x004EE9D0's ObjDesc rebuild in its exact decompiled order - base body, hair style, clothing in retail's own Headgear/Trousers/Shirt/Footwear order (not the UI tab order or the wire's field order, both of which differ), eyes (bald-aware), nose, mouth, then the unconditional skin subpalette, hair color, eye color. ChargenPalSetMath ports PalSet::GetPaletteID's shade-to-index formula, cross-checked three ways (decomp control flow, ACE's PaletteSet.GetPaletteID "Taken from acclient.c" citation, ACViewer's identical slider math). ChargenPalSet/ChargenClothingTable are pure projections behind IChargenPalSetSource/IChargenClothingTableSource so the factory itself never touches a dat. Content (src/AcDream.Content/CharGen/): ChargenAppearanceCatalog is the cached dat-backed implementation of those two source interfaces, mirroring ChargenTableReader's no-leak discipline. App (src/AcDream.App/Rendering/): ChargenPreviewRenderer is a third facade over PrivateEntityViewportRenderer beside PaperdollViewportRenderer and CreatureAppraisalViewportRenderer - no existing rendering file touched. ChargenPreviewCamera carries the four retail-verbatim per-heritage eye profiles from gmCGAppearancePage::Update @0x0047E8F0 (cross-checked against ZoomIn/ZoomOut's identical literals) plus the recovered rotation (3.0 s/revolution) and zoom-tween (0.6 s, reconstructed from the decompiler's garbled float literals - the plan's own "measure if it matters" note is resolved, not garbled beyond recovery). Rotation applies to the character model, not the camera, per gmCGAppearancePage::DoRotation. ChargenPreviewEntityBuilder resolves Setup/GfxObj/Surface/Animation itself (there is no live entity yet), reusing DatLiveEntityProjectionMaterializer's surface-override algorithm and RetailPaperdollPoseApplicator's held-pose technique, generalized to chargen's per-heritage rest-pose DID. Two register rows filed: TS-83 (the plan-named CC6a static-pose-vs-retail- idle-loop staging, CC6b to retire) and TS-82 (measured, not assumed - the un-ported clothing Setup-substitution fallback chain costs nothing for the 9 standard heritages with clothing UI, but Undead's default gear choices genuinely lack ClothingBaseEffects coverage for Undead's own body Setup). Tests: ChargenPalSetMathTests, ChargenAppearanceFactoryTests (hand-built fixtures), ChargenAppearanceCatalogInstalledDatTests (installed-DAT sweep, all 26 heritage/gender combinations, zero missing PalSet/ClothingTable ids), ChargenPreviewCameraTests, ChargenPreviewEntityBuilderTests (installed-DAT-gated, proves a real 34-part Aluvian mesh resolves). Core.Tests 4767/1 skip, Content.Tests 146/0, App.Tests 5121/6 skips - all pre-existing skips, zero failures, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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176
src/AcDream.App/Rendering/ChargenPreviewCamera.cs
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src/AcDream.App/Rendering/ChargenPreviewCamera.cs
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using System;
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using System.Numerics;
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using AcDream.Core.CharGen;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Heritage-parameterized camera for the chargen 3D preview
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/// (<c>gmCG3DView</c>, Appearance page viewport <c>0x100003bb</c> / Summary
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/// <c>0x10000406</c>). Retail-exact eye positions, ported from
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/// <c>gmCGAppearancePage::Update @ 0x0047E8F0</c> (pseudo-C ~139037-139114,
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/// which sets <c>m_vectTargPosition</c>/<c>m_vectCurPosition</c> per
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/// heritage and snaps them together with no tween — CC6a's static preview
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/// renders that snapped default, the "zoomed-in" framing) and cross-checked
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/// against the IDENTICAL literals in <c>gmCGAppearancePage::ZoomIn @
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/// 0x0047CF00</c> (pseudo-C ~137618-137638). Direction is always
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/// <c>(0,0,0)</c> ⇒ <c>CreatureMode::SetCameraDirection</c> resets the view
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/// frame to IDENTITY — the SAME zero-yaw/zero-pitch convention
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/// <see cref="DollCamera"/> already established for the paperdoll (look
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/// straight down +Y, +Z up); every camera position below is used AS the
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/// world-space eye directly, matching that camera's approach.
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///
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/// <para>
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/// <b>Rotation is NOT a camera property.</b> Retail's continuous-rotation
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/// button (<c>gmCGAppearancePage::DoRotation @ 0x0047CA80</c>) advances a
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/// HEADING applied to the preview CHARACTER (<c>CPhysicsObj::set_heading</c>
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/// inside <c>gmCG3DView::Update</c>, pseudo-C ~242088) — the camera's own
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/// position/direction never change during a rotation. CC6b's heading
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/// parameter therefore belongs on the entity builder
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/// (<see cref="ChargenPreviewEntityBuilder"/>), not here; this class stays a
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/// fixed-per-heritage eye, exactly like retail's own camera.
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/// </para>
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/// </summary>
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public sealed class ChargenPreviewCamera : ICamera
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{
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private static readonly Vector3 Up = Vector3.UnitZ; // AC up-axis = +Z, same as DollCamera/ChaseCamera.
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private Vector3 _eye;
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public ChargenPreviewCamera(uint heritageId = 0u)
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{
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_eye = ResolveDefaultEye(heritageId);
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}
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/// <summary>
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/// The camera's current world-space eye. Settable so CC6b can react to a
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/// heritage change without reconstructing the camera.
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/// </summary>
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public Vector3 Eye
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{
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get => _eye;
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set => _eye = value;
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}
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/// <summary>Re-derives <see cref="Eye"/> for the given heritage id (retail's <c>mHeritageGroup</c>).</summary>
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public void SetHeritage(uint heritageId) => _eye = ResolveDefaultEye(heritageId);
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/// <summary>
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/// Retail default (zoomed-in) camera eye per heritage. All four profiles
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/// share <c>X=0</c>; only <c>(Y, Z)</c> — the AC world-space forward
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/// offset and height — vary. FOUR distinct profiles across the 13
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/// heritages, not five: standard heritages (Aluvian, Gharu'ndim, Sho,
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/// Viamontian, Shadowbound, Gearknight, Lugian, Empyrean, Penumbraen,
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/// Undead — everything except Tumerok/Olthoi/OlthoiAcid) share the SAME
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/// numeric offset as Gearknight's own dedicated branch in the decomp.
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/// </summary>
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public static Vector3 ResolveDefaultEye(uint heritageId) => heritageId switch
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{
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(uint)ChargenHeritageGroup.Olthoi => new Vector3(0f, -1.85000002f, 1.85000002f),
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(uint)ChargenHeritageGroup.OlthoiAcid => new Vector3(0f, -3.04999995f, 2.75f),
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(uint)ChargenHeritageGroup.Tumerok => new Vector3(0f, -0.850000024f, 1.64999998f),
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_ => new Vector3(0f, -0.550000012f, 1.64999998f),
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};
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/// <summary>
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/// Retail zoomed-OUT camera eye per heritage
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/// (<c>gmCGAppearancePage::ZoomOut @ 0x0047D050</c>, pseudo-C
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/// ~137671-137687). CC6a does not implement the zoom button (CC6b) —
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/// recorded here as the verified target CC6b's tween will animate
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/// toward. Olthoi/OlthoiAcid each keep their own dedicated profile;
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/// every other heritage — INCLUDING Tumerok, whose zoomed-IN profile is
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/// special-cased but whose zoomed-OUT is not — shares one value.
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/// </summary>
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public static Vector3 ResolveZoomedOutEye(uint heritageId) => heritageId switch
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{
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(uint)ChargenHeritageGroup.Olthoi => new Vector3(0f, -3.79999995f, 1.14999998f),
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(uint)ChargenHeritageGroup.OlthoiAcid => new Vector3(0f, -5.69999981f, 1.64999998f),
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_ => new Vector3(0f, -2.5f, 0.95f),
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};
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/// <summary>
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/// Seconds per 360° revolution for the continuous-rotation button
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/// (<c>gmCGAppearancePage::m_dRotationPerSec</c>, ctor pseudo-C
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/// ~137523-137524 / ~226652-226653: raw double bits low32=0x00000000,
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/// high32=0x40080000 → exactly 3.0 — the decompiler shows this cleanly,
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/// no reconstruction needed). Consumed by CC6b's rotation controller as
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/// <c>360f / RotationDegreesPerSecond</c> — NOT applied here; see this
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/// class's own doc comment on why rotation is not a camera concern.
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/// </summary>
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public const float RotationSecondsPerRevolution = 3.0f;
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/// <summary>
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/// Zoom tween duration in seconds
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/// (<c>gmCGAppearancePage::DoZoomAnimation @ 0x0047C960</c>'s
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/// reset-if-invalid default, cross-confirmed by <c>ZoomIn</c>/<c>ZoomOut</c>'s
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/// own <c>-0.1</c> sentinel write, which deliberately invalidates
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/// <c>m_dAnimDuration</c> so the very next <c>DoZoomAnimation</c> tick
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/// resets it to this same value). The campaign plan flagged this
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/// constant as decompiler-garbled (both sites split the raw double
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/// across two 32-bit stores, and the decompiler mis-renders the LOW
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/// dword's store as a bogus float literal instead of raw bits) — it is
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/// NOT unrecoverable: reinterpreting each garbled float literal as its
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/// own raw 32-bit pattern and pairing it with the store's (clean) high
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/// dword reconstructs an exact IEEE-754 double both times.
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/// <c>DoZoomAnimation</c>'s own reset path: low32 from
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/// <c>4.17232506e-08f</c> reinterpreted = <c>0x33333333</c>, high32 =
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/// <c>0x3fe33333</c> (clean) → exactly <b>0.6</b>. Cross-check via
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/// <c>ZoomIn</c>/<c>ZoomOut</c>'s sentinel: low32 from
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/// <c>-1.58818684e-23f</c> reinterpreted = <c>0x9999999A</c>, high32 =
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/// <c>0xbfb99999</c> (clean) → exactly <b>-0.1</b>, the well-known
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/// IEEE-754 bit pattern for -0.1 (<c>0xBFB999999999999A</c>) — confirming
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/// the reconstruction technique itself, not just this one value.
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/// </summary>
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public const float ZoomTweenDurationSeconds = 0.6f;
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public float FovRadians { get; set; } = MathF.PI / 4f; // retail CreatureMode default, same as DollCamera.
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public float Near { get; set; } = 0.1f;
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public float Far { get; set; } = 50f;
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public float Aspect { get; set; } = 1f;
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public Matrix4x4 View =>
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Matrix4x4.CreateLookAt(_eye, _eye + Vector3.UnitY, Up);
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public Matrix4x4 Projection =>
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Matrix4x4.CreatePerspectiveFieldOfView(FovRadians, Aspect <= 0f ? 1f : Aspect, Near, Far);
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}
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/// <summary>
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/// Internal private-viewport adapter, mirroring <c>DollViewportCamera</c>'s
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/// role for <see cref="ChargenPreviewCamera"/>.
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/// </summary>
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internal sealed class ChargenPreviewViewportCamera : IPrivateEntityViewportCamera
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{
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private readonly ChargenPreviewCamera _camera;
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public ChargenPreviewViewportCamera(uint heritageId = 0u)
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{
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_camera = new ChargenPreviewCamera(heritageId);
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}
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public void SetHeritage(uint heritageId) => _camera.SetHeritage(heritageId);
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public Vector3 Eye => _camera.Eye;
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public float FovRadians
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{
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get => _camera.FovRadians;
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set => _camera.FovRadians = value;
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}
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public float Near
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{
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get => _camera.Near;
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set => _camera.Near = value;
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}
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public float Far
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{
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get => _camera.Far;
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set => _camera.Far = value;
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}
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public float Aspect
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{
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get => _camera.Aspect;
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set => _camera.Aspect = value;
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}
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public Matrix4x4 View => _camera.View;
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public Matrix4x4 Projection => _camera.Projection;
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}
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258
src/AcDream.App/Rendering/ChargenPreviewEntityBuilder.cs
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src/AcDream.App/Rendering/ChargenPreviewEntityBuilder.cs
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Content;
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using AcDream.Core.CharGen;
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using AcDream.Core.Meshing;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Builds the static-pose chargen preview <see cref="WorldEntity"/> from a
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/// <see cref="ChargenAppearanceResult"/> — the App-layer counterpart to
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/// <see cref="DollEntityBuilder"/>, except this one resolves its OWN
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/// MeshRefs from a Setup + the composed ObjDesc rather than receiving
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/// already-resolved refs from a live entity (there is no live entity yet;
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/// character creation hasn't happened). DAT-touching, unlike
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/// <see cref="DollEntityBuilder"/>'s pure index-agnostic builder — the
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/// closest existing precedent for the actual mesh-flatten/apply-changes/
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/// resolve-surface-overrides steps is
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/// <c>DatLiveEntityProjectionMaterializer.TryMaterialize</c>, trimmed to
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/// what a private, non-animated, non-collision preview scene needs.
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/// </summary>
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internal static class ChargenPreviewEntityBuilder
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{
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/// <summary>Reserved synthetic guid for the chargen preview clone —
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/// same reserved family as <see cref="DollEntityBuilder.DollServerGuid"/>
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/// (0xDA11D0xx) and <c>CreatureAppraisalEntityBuilder</c> (0xDA11D02x).</summary>
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public const uint PreviewServerGuid = 0xDA11_D031u;
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/// <summary>Reserved render-local entity id — passed in
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/// <c>animatedEntityIds</c> by the renderer so a re-dress (a new
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/// selection) bypasses <c>WbDrawDispatcher</c>'s Tier-1 classification
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/// cache, mirroring <see cref="DollEntityBuilder.DollRenderId"/>'s own
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/// doc comment.</summary>
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public const uint PreviewRenderId = 0xDA11_D032u;
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/// <summary>
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/// Retail's held-pose animation DID enum key, resolved through master
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/// map slot 7 exactly like <c>RetailPaperdollPoseApplicator.ResolvePoseDid</c>
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/// — 0x10000005 for every standard heritage (the SAME enum id the
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/// paperdoll's own held pose reads), matching
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/// <c>gmCG3DView</c>'s ctor / <c>::Update</c> per-heritage
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/// <c>m_didAnimationRest</c> assignment (pseudo-C ~0x004EE948,
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/// ~0x004EEC43). Olthoi and OlthoiAcid each get their OWN distinct rest
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/// DID — the one divergence from the paperdoll, which never needs an
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/// Olthoi branch because a live player can't be one.
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/// </summary>
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private static uint ResolveRestPoseEnum(uint heritageId) => heritageId switch
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{
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(uint)ChargenHeritageGroup.Olthoi => 0x10000011u,
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(uint)ChargenHeritageGroup.OlthoiAcid => 0x10000013u,
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_ => 0x10000005u,
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};
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/// <summary>
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/// Builds the preview entity, or null when the resolved body Setup
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/// isn't in the dat source (a corrupted/incomplete install — the same
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/// failure shape <see cref="DatLiveEntityProjectionMaterializer"/> treats
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/// as "drop this spawn").
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/// </summary>
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public static WorldEntity? TryBuild(
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IDatReaderWriter dats,
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IAnimationLoader animations,
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ChargenAppearanceResult appearance,
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uint heritageId,
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Quaternion heading)
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{
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(animations);
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ArgumentNullException.ThrowIfNull(appearance);
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Setup? setup = dats.Get<Setup>(appearance.SetupId);
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if (setup is null)
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return null;
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var flattened = new List<MeshRef>(SetupMesh.Flatten(setup));
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foreach (ChargenAnimPartChange change in appearance.ObjDesc.AnimPartChanges)
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{
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if (change.PartIndex < flattened.Count)
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flattened[change.PartIndex] = new MeshRef(change.PartId, flattened[change.PartIndex].PartTransform);
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}
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ApplyHeldPose(dats, animations, setup, heritageId, flattened);
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Dictionary<int, Dictionary<uint, uint>>? surfaceOverrides =
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ResolveSurfaceOverrides(dats, flattened, appearance.ObjDesc.TextureChanges);
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var meshRefs = new List<MeshRef>(flattened.Count);
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for (int partIndex = 0; partIndex < flattened.Count; partIndex++)
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{
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MeshRef part = flattened[partIndex];
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if (dats.Get<GfxObj>(part.GfxObjId) is null)
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continue; // matches DatLiveEntityProjectionMaterializer's drawable filter.
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IReadOnlyDictionary<uint, uint>? overrides = null;
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if (surfaceOverrides is not null && surfaceOverrides.TryGetValue(partIndex, out var perPart))
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overrides = perPart;
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meshRefs.Add(new MeshRef(part.GfxObjId, part.PartTransform) { SurfaceOverrides = overrides });
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}
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if (meshRefs.Count == 0)
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return null;
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PaletteOverride? paletteOverride = null;
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if (appearance.ObjDesc.SubPalettes.Count > 0)
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{
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var ranges = new PaletteOverride.SubPaletteRange[appearance.ObjDesc.SubPalettes.Count];
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for (int i = 0; i < appearance.ObjDesc.SubPalettes.Count; i++)
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{
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ChargenSubPalette sub = appearance.ObjDesc.SubPalettes[i];
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ranges[i] = new PaletteOverride.SubPaletteRange(sub.SubPaletteId, sub.Offset, sub.NumColors);
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}
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paletteOverride = new PaletteOverride(appearance.BasePaletteId, ranges);
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}
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var partOverrides = new PartOverride[appearance.ObjDesc.AnimPartChanges.Count];
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for (int i = 0; i < appearance.ObjDesc.AnimPartChanges.Count; i++)
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{
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ChargenAnimPartChange change = appearance.ObjDesc.AnimPartChanges[i];
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partOverrides[i] = new PartOverride(change.PartIndex, change.PartId);
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}
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return new WorldEntity
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{
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Id = PreviewRenderId,
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ServerGuid = PreviewServerGuid,
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SourceGfxObjOrSetupId = appearance.SetupId,
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Position = Vector3.Zero,
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Rotation = heading,
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MeshRefs = meshRefs,
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PaletteOverride = paletteOverride,
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PartOverrides = partOverrides,
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ParentCellId = null,
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};
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}
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/// <summary>
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/// Overwrites every part's transform from the resolved rest pose's
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/// FINAL frame — same "hold the settled last frame at zero frame rate"
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/// approach as <c>RetailPaperdollPoseApplicator.Apply</c>
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/// (<c>RedressCreature @ 0x004A3C22</c>), applied to the FULL
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/// setup-part-indexed array (before drawable filtering) so the index
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/// alignment holds even if a later part turns out to have a missing
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/// GfxObj. No-ops (keeps the default placement frame) when the pose
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/// DID or its animation can't be resolved.
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/// </summary>
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private static void ApplyHeldPose(
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IDatReaderWriter dats,
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IAnimationLoader animations,
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Setup setup,
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uint heritageId,
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List<MeshRef> flattened)
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{
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uint poseDid = ResolvePoseDid(dats, ResolveRestPoseEnum(heritageId));
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if ((poseDid >> 24) != 0x03u)
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return;
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Animation? animation = animations.LoadAnimation(poseDid);
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if (animation is null || animation.PartFrames.Count == 0)
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return;
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var frame = animation.PartFrames[^1];
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for (int index = 0; index < flattened.Count; index++)
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{
|
||||
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;
|
||||
}
|
||||
|
||||
Matrix4x4 transform = Matrix4x4.CreateScale(scale)
|
||||
* Matrix4x4.CreateFromQuaternion(orientation)
|
||||
* Matrix4x4.CreateTranslation(origin);
|
||||
flattened[index] = new MeshRef(flattened[index].GfxObjId, transform);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <c>DBCache::GetDIDFromEnumStatic(poseEnum, 7)</c> equivalent — verbatim
|
||||
/// port of <c>RetailPaperdollPoseApplicator.ResolvePoseDid</c>,
|
||||
/// parameterized by the target enum key.
|
||||
/// </summary>
|
||||
private static uint ResolvePoseDid(IDatReaderWriter dats, uint poseEnum)
|
||||
{
|
||||
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(poseEnum, out uint did) ? did : 0u;
|
||||
}
|
||||
|
||||
/// <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;
|
||||
}
|
||||
}
|
||||
80
src/AcDream.App/Rendering/ChargenPreviewRenderer.cs
Normal file
80
src/AcDream.App/Rendering/ChargenPreviewRenderer.cs
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
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, after CC4 merges per the campaign's parallelism
|
||||
/// contract):</b> mounting into the authored Appearance/Summary viewport ids
|
||||
/// (<c>0x100003bb</c> / <c>0x10000406</c>), spin/color-wheel controls, and
|
||||
/// the rotate/zoom buttons. 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>Register row (staged deviation, retired by CC6b):</b> retail plays a
|
||||
/// live 30fps idle loop in the preview
|
||||
/// (<c>gmCG3DView</c>'s <c>m_didAnimation</c>/<c>m_didAnimArray</c>,
|
||||
/// <c>set_sequence_animation</c>, distinct from the STATIC
|
||||
/// <c>m_didAnimationRest</c> this class's entity builder uses). CC6a holds
|
||||
/// the static rest-pose final frame only — see
|
||||
/// <c>docs/architecture/retail-divergence-register.md</c>.
|
||||
/// </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();
|
||||
}
|
||||
105
src/AcDream.Content/CharGen/ChargenAppearanceCatalog.cs
Normal file
105
src/AcDream.Content/CharGen/ChargenAppearanceCatalog.cs
Normal 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));
|
||||
}
|
||||
}
|
||||
350
src/AcDream.Core/CharGen/ChargenAppearanceFactory.cs
Normal file
350
src/AcDream.Core/CharGen/ChargenAppearanceFactory.cs
Normal file
|
|
@ -0,0 +1,350 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// The resolved render description <see cref="ChargenAppearanceFactory.Compose"/>
|
||||
/// 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 nonzero (Gear Knight / Undead / Tumerok body
|
||||
/// variants), falling back to <see cref="ChargenAppearanceFactory.HumanSetupId"/>
|
||||
/// when both are zero (retail: <c>CPhysicsObj::makeObject(setupId)</c>'s own
|
||||
/// HUMAN_SETUP_ID fallback, <c>gmCG3DView</c> ctor pseudo-C ~0x004EE79D and
|
||||
/// <c>gmCG3DView::Update</c> ~0x004EEA61).
|
||||
/// </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.Compose"/>).
|
||||
/// </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>
|
||||
/// 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>
|
||||
public static bool TryCompose(
|
||||
ChargenOptions options,
|
||||
uint heritageId,
|
||||
int genderKey,
|
||||
ChargenAppearanceSelection selection,
|
||||
IChargenPalSetSource palSets,
|
||||
IChargenClothingTableSource clothingTables,
|
||||
out ChargenAppearanceResult result)
|
||||
{
|
||||
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)
|
||||
setupId = hairStyle.AlternateSetup;
|
||||
}
|
||||
if (setupId == 0)
|
||||
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 palette-template lookup is a silent no-op.
|
||||
|
||||
foreach (ChargenClothingSubPaletteChoice choice in template.Choices)
|
||||
{
|
||||
ChargenPalSet? palSet = palSets.TryGetPalSet(choice.PalSetId);
|
||||
if (palSet is null)
|
||||
{
|
||||
missingPalSets.Add(choice.PalSetId);
|
||||
continue;
|
||||
}
|
||||
|
||||
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,
|
||||
(byte)(range.Offset / 8),
|
||||
(byte)(range.NumColors / 8)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
52
src/AcDream.Core/CharGen/ChargenAppearanceSelection.cs
Normal file
52
src/AcDream.Core/CharGen/ChargenAppearanceSelection.cs
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// The fourteen style/color indices plus the six f64 shades
|
||||
/// <see cref="ChargenAppearanceFactory.Compose"/> 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);
|
||||
}
|
||||
143
src/AcDream.Core/CharGen/ChargenClothingTable.cs
Normal file
143
src/AcDream.Core/CharGen/ChargenClothingTable.cs
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
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
|
||||
/// (matching retail's own "hash miss → BuildObjDesc returns failure, caller
|
||||
/// does not check it, ObjDesc keeps whatever it already had" behavior)
|
||||
/// rather than porting the 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, but its default headgear/trousers/footwear choices
|
||||
/// have no <see cref="BaseEffectsBySetupId"/> entry for either gender's
|
||||
/// live Setup id (measured: 4 of 4 non-shirt slots miss, on both genders),
|
||||
/// 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 headgear/trousers/footwear
|
||||
/// choice with NO part/texture override applied (the underlying body shows
|
||||
/// through unclothed for those slots) 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);
|
||||
}
|
||||
23
src/AcDream.Core/CharGen/ChargenPalSet.cs
Normal file
23
src/AcDream.Core/CharGen/ChargenPalSet.cs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
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>());
|
||||
}
|
||||
49
src/AcDream.Core/CharGen/ChargenPalSetMath.cs
Normal file
49
src/AcDream.Core/CharGen/ChargenPalSetMath.cs
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
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 FPU-elided (the x87
|
||||
/// bounds-compare against 0.0/1.0 and the truncating <c>_ftol2()</c> cast
|
||||
/// lose their operands to the decompiler), but ACE's
|
||||
/// <c>ACE.DatLoader.FileTypes.PaletteSet.GetPaletteID</c> carries the
|
||||
/// explicit comment "Taken from acclient.c (PalSet::GetPaletteID)" with the
|
||||
/// exact formula below — corroborated by the decomp's own control-flow
|
||||
/// shape (a two-sided FPU compare consistent with a <c>[0,1]</c> bounds
|
||||
/// check, then one truncating cast) and independently by ACViewer's
|
||||
/// <c>ClothingTableList.xaml.cs:97</c> UI slider, which reimplements the
|
||||
/// identical <c>(count - 0.000001) * shade</c> expression for its own shade
|
||||
/// preview. Three independent sources agree.
|
||||
/// </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;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue