fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
The paperdoll doll now matches retail: correct held pose, framing, and facing. Three decomp-sourced fixes closed the visual gate. Pose: cdb-confirmed m_didAnimation = 0x030003C0 (gmPaperDollUI), played once + HELD (set_sequence_animation framerate=0, RedressCreature 0x004a3c22). Dumping the dat showed the 29-frame anim has only two distinct keyframes — frame 0 (transitional, bent arm) and frames 1..28 (byte-identical: the settled stance, arms down + leg back) — so ApplyPaperdollPose applies the LAST frame statically (no looping). Camera: ported verbatim from UIElement_Viewport::SetCamera (decomp 0x004a5a39). position (0.12,-2.4,0.88); direction (0,0,0) => IDENTITY view frame => look straight down +Y, ZERO yaw; FOV pi/4 (CreatureMode ctor default 0x004543cf); ambient 0.3. The prior hand-tune aimed the camera at mid-body, adding a ~2deg yaw that turned the doll's face away — full-body framing comes from eye-height + FOV, not aiming. Heading: retail Frame::set_heading(h) (0x00535e40) builds facing (sin h, cos h); System.Numerics CreateFromAxisAngle(+Z, +h) rotates the body's default +Y forward to (-sin h, cos h) — the X-lean was MIRRORED (~22deg), the real cause of the turned-away face. Negate the angle to land on retail's facing. Wrap-up: stripped the temporary O/P pose-frame stepper + Slice2 diagnostics; divergence register AP-66 reworded, AP-67 (RTT doll render vs in-cell CreatureMode::Render) + AP-68 (per-race UpdateForRace unimpl) added; DollCameraTests pinned to the retail values + a zero-yaw guard. tools/cdb/paperdoll-pose.cdb = the pose-DID capture script. Build + full suite green (Core 1579 / Core.Net 343 / App 597 / UI 425). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8 changed files with 136 additions and 37 deletions
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@ -132,7 +132,7 @@ public sealed unsafe class PaperdollViewportRenderer : IUiViewportRenderer, IDis
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ColorAndIntensity = new Vector4(1f, 1f, 1f, 2.0f), // white @ retail intensity 2.0
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ConeAngleEtc = Vector4.Zero,
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},
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CellAmbient = new Vector4(0.40f, 0.40f, 0.40f, 1f), // 1 active light; ambient tunable at the gate
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CellAmbient = new Vector4(0.30f, 0.30f, 0.30f, 1f), // retail CreatureMode default ambient (ctor 0x004543cf = 0.3,0.3,0.3)
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FogParams = new Vector4(1e9f, 1e9f, 0f, 0f), // fog pushed to infinity = no fog on the doll
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FogColor = Vector4.Zero,
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CameraAndTime = new Vector4(0.12f, -2.4f, 0.88f, 0f), // camera world pos (matches DollCamera eye)
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