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>
This commit is contained in:
Erik 2026-07-23 12:55:24 +02:00
parent f1a7912160
commit 7eaa68a5f4
26 changed files with 2780 additions and 237 deletions

View file

@ -31,7 +31,7 @@ namespace AcDream.App.Rendering;
public sealed class DollCamera : ICamera
{
// Retail paperdoll camera origin (decomp 0x004a5a510x004a5a61).
private static readonly Vector3 Eye = new(0.12f, -2.4f, 0.88f);
internal static readonly Vector3 RetailEye = new(0.12f, -2.4f, 0.88f);
// Identity view orientation ⇒ look straight down +Y (no yaw/pitch). Target = Eye + (0,1,0).
private static readonly Vector3 Target = new(0.12f, -1.4f, 0.88f);
private static readonly Vector3 Up = Vector3.UnitZ; // AC up-axis = +Z, same as ChaseCamera
@ -45,9 +45,42 @@ public sealed class DollCamera : ICamera
/// <inheritdoc/>
public Matrix4x4 View =>
Matrix4x4.CreateLookAt(Eye, Target, Up);
Matrix4x4.CreateLookAt(RetailEye, Target, Up);
/// <inheritdoc/>
public Matrix4x4 Projection =>
Matrix4x4.CreatePerspectiveFieldOfView(FovRadians, Aspect <= 0f ? 1f : Aspect, Near, Far);
}
/// <summary>
/// Internal private-viewport adapter that preserves <see cref="DollCamera"/>'s
/// existing public camera contract.
/// </summary>
internal sealed class DollViewportCamera : IPrivateEntityViewportCamera
{
private readonly DollCamera _camera = new();
public Vector3 Eye => DollCamera.RetailEye;
public float FovRadians
{
get => _camera.FovRadians;
set => _camera.FovRadians = value;
}
public float Near
{
get => _camera.Near;
set => _camera.Near = value;
}
public float Far
{
get => _camera.Far;
set => _camera.Far = value;
}
public float Aspect
{
get => _camera.Aspect;
set => _camera.Aspect = value;
}
public Matrix4x4 View => _camera.View;
public Matrix4x4 Projection => _camera.Projection;
}