feat(ui): port retail creature appraisal presentation
Render assessed creatures through the shared private viewport with retail heading, bounding-box camera, and light. Build the exact authored nine-row stat list and resolve creature names from the retail EnumMapper while keeping remaining font/sequencer adaptations explicit. Co-authored-by: Codex <codex@openai.com>
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26 changed files with 2780 additions and 237 deletions
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@ -31,7 +31,7 @@ namespace AcDream.App.Rendering;
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public sealed class DollCamera : ICamera
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{
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// Retail paperdoll camera origin (decomp 0x004a5a51–0x004a5a61).
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private static readonly Vector3 Eye = new(0.12f, -2.4f, 0.88f);
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internal static readonly Vector3 RetailEye = new(0.12f, -2.4f, 0.88f);
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// Identity view orientation ⇒ look straight down +Y (no yaw/pitch). Target = Eye + (0,1,0).
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private static readonly Vector3 Target = new(0.12f, -1.4f, 0.88f);
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private static readonly Vector3 Up = Vector3.UnitZ; // AC up-axis = +Z, same as ChaseCamera
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@ -45,9 +45,42 @@ public sealed class DollCamera : ICamera
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/// <inheritdoc/>
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public Matrix4x4 View =>
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Matrix4x4.CreateLookAt(Eye, Target, Up);
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Matrix4x4.CreateLookAt(RetailEye, Target, Up);
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/// <inheritdoc/>
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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 that preserves <see cref="DollCamera"/>'s
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/// existing public camera contract.
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/// </summary>
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internal sealed class DollViewportCamera : IPrivateEntityViewportCamera
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{
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private readonly DollCamera _camera = new();
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public Vector3 Eye => DollCamera.RetailEye;
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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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