fix(D.2b): Slice 2 visual gate — frame the whole doll + caption the Slots toggle
Visual gate 1 (user): the doll rendered but only the legs showed (camera aimed at the model origin = the feet) and the Slots button was invisible. - DollCamera: aim the look-at at mid-body (~0.95 m) and stand back ~3.7 m so the whole ~1.9 m figure fits. (Size is a later retail-comparison polish per the user.) - PaperdollController: the Slots button (0x100005BE) is found + wired (diagnostic confirmed armorSlots=9/9, viewport=UiViewport, slotsButton=UiButton) but its dat element has no face sprite, so it drew nothing. Give it a gold "Slots" caption (UiButton.Label, like chat Send) via a new datFont param on Bind. Temporary [Slice2-paperdoll] diagnostic logs the button rect + the found widgets (stripped at wrap-up). Idle animation deferred to a focused follow-up (faithful idle needs a full AnimatedEntity + Sequencer through the TickAnimations multi-branch path + re-dress coordination — real integration risk vs the verified static doll). Build + full App suite green (594). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 41 additions and 14 deletions
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@ -7,14 +7,16 @@ namespace AcDream.App.Tests.Rendering;
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public class DollCameraTests
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{
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[Fact]
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public void Eye_position_is_the_retail_camera_offset()
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public void Eye_position_frames_the_doll_from_the_front()
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{
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var cam = new DollCamera { Aspect = 100f / 214f };
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Assert.True(Matrix4x4.Invert(cam.View, out var inv));
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var eye = inv.Translation;
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// Tuned at the visual gate: aim at mid-body (z≈0.95) and stand back ~3.7 m so the whole
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// figure fits (model origin is at the feet, so aiming at the origin framed only the legs).
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Assert.Equal(0.12f, eye.X, 3);
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Assert.Equal(-2.4f, eye.Y, 3);
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Assert.Equal(0.88f, eye.Z, 3);
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Assert.Equal(-3.7f, eye.Y, 3);
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Assert.Equal(0.95f, eye.Z, 3);
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}
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[Fact]
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