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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src/AcDream.Core/CharGen/ChargenPalSetMath.cs
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src/AcDream.Core/CharGen/ChargenPalSetMath.cs
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// Pure port of retail's shade→palette-index resolution
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/// (<c>PalSet::GetPaletteID @ 0x005AC570</c>, invoked from
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/// <c>gmCG3DView::Update @ 0x004EE9D0</c> for the skin/hair subpalette
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/// build and from <c>ClothingTable::BuildObjDesc @ 0x005A7900</c> for every
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/// clothing-slot dye choice). The decompiled body is FPU-elided (the x87
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/// bounds-compare against 0.0/1.0 and the truncating <c>_ftol2()</c> cast
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/// lose their operands to the decompiler), but ACE's
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/// <c>ACE.DatLoader.FileTypes.PaletteSet.GetPaletteID</c> carries the
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/// explicit comment "Taken from acclient.c (PalSet::GetPaletteID)" with the
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/// exact formula below — corroborated by the decomp's own control-flow
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/// shape (a two-sided FPU compare consistent with a <c>[0,1]</c> bounds
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/// check, then one truncating cast) and independently by ACViewer's
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/// <c>ClothingTableList.xaml.cs:97</c> UI slider, which reimplements the
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/// identical <c>(count - 0.000001) * shade</c> expression for its own shade
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/// preview. Three independent sources agree.
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/// </summary>
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public static class ChargenPalSetMath
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{
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/// <summary>
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/// Resolves a shade fraction to an index into a palette-id list of the
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/// given <paramref name="count"/>. Returns -1 (retail's
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/// <c>INVALID_DID</c> outcome) when <paramref name="count"/> is
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/// non-positive or <paramref name="shade"/> falls outside
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/// <c>[0.0, 1.0]</c> — including retail's own <c>-1.0</c> "unset"
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/// sentinel (<c>CharGenState::Reset @ 0x005C68A0</c>), which is
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/// deliberately out of range so an untouched shade resolves to
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/// "nothing," matching retail. Callers should treat -1 as "skip this
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/// subpalette contribution" rather than emit a placeholder id.
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/// </summary>
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public static int GetPaletteIndex(int count, double shade)
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{
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if (count <= 0 || shade < 0.0 || shade > 1.0)
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return -1;
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// Truncating cast, exactly as ACE's cited port and the decomp's
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// _ftol2() (which truncates toward zero on x86, matching a plain
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// C-style (int) cast here since count > 0 and 0 <= shade <= 1 keep
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// the product non-negative).
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int index = (int)((count - 0.000001) * shade);
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if (index < 0)
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index = 0;
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if (index > count - 1)
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index = count - 1;
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return index;
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}
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}
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