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>
23 lines
1.2 KiB
C#
23 lines
1.2 KiB
C#
namespace AcDream.Core.CharGen;
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/// <summary>
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/// Pure projection of a PalSet dat object (0x0F......, retail
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/// <c>PalSet::Unpack</c> / Chorizite <c>DatReaderWriter.DBObjs.PalSet</c>):
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/// the ordered list of Palette dat ids (0x04......) a shade fraction picks
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/// from via <see cref="ChargenPalSetMath.GetPaletteIndex"/>. Every appearance
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/// color slot that resolves "by shade" — skin (<c>ChargenGenderOptions.SkinPalSetId</c>),
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/// hair (<c>ChargenGenderOptions.HairColors[i]</c>), and every clothing
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/// dye choice (<c>ChargenClothingSubPaletteChoice.PalSetId</c>) — reads one
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/// of these. Eye color is the one exception: retail uses the raw entry
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/// from <c>ChargenGenderOptions.EyeColors</c> directly as a Palette id, no
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/// PalSet/shade indirection (<c>gmCG3DView::Update</c> pseudo-C ~0x004EF12F;
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/// cross-checked against
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/// <c>references/ACE/Source/ACE.Server/Factories/PlayerFactory.cs:100</c>,
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/// which sets <c>EyesPalette</c> straight from <c>sex.EyeColorList[eyeColor]</c>
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/// with no <c>GetPaletteID</c> call, unlike the Skin/Hair lines immediately
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/// above it).
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/// </summary>
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public sealed record ChargenPalSet(IReadOnlyList<uint> PaletteIds)
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{
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public static ChargenPalSet Empty { get; } = new(Array.Empty<uint>());
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}
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