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();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue