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>
53 lines
3 KiB
C#
53 lines
3 KiB
C#
using System;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Fixed camera for the paperdoll mini-scene — retail-exact, ported from the gmPaperDollUI viewport
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/// setup (decomp 0x004a5a39–0x004a5a69). The viewport (element <c>0x100001d5</c>) is configured by
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/// <c>UIElement_Viewport::SetCamera(position, direction)</c> with:
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/// <list type="bullet">
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/// <item>position = (0.12, −2.4, 0.88) [hex 0x3df5c28f, 0xc019999a, 0x3f6147ae]</item>
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/// <item>direction = (0, 0, 0) ⇒ <c>CreatureMode::SetCameraDirection</c> resets the view frame to
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/// IDENTITY (<c>euler_set_rotate(0,0,0)</c> then <c>rotate(0,0,0)</c>), so the camera looks
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/// straight down +Y with +Z up — NO yaw, NO pitch.</item>
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/// </list>
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/// The doll is framed purely by camera POSITION + FOV, NOT by aiming at the body: at distance 2.4 with
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/// a π/4 (45°) vertical FOV the visible vertical band is z≈[−0.11, 1.87], which covers the whole ~1.6 m
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/// figure even though the model origin sits at the FEET (z=0). FOV π/4 is <c>CreatureMode</c>'s default
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/// <c>m_fFOVRadians</c> (ctor 0x004543cf, hex 0x3f490fdb); default ambient is (0.3,0.3,0.3); the
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/// paperdoll uses <c>UseSharpMode</c> (not SmartboxFOV) so <c>Render::SetFOVRad(m_fFOVRadians)</c> applies.
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///
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/// <para>An earlier hand-tune aimed the camera at mid-body to "fit the figure", which introduced a
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/// spurious yaw (Target.x ≠ Eye.x) that rotated the view and turned the doll's face away from the
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/// viewer. This restores retail's zero-yaw frame, where full-body framing comes from the eye height +
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/// FOV, not from aiming.</para>
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///
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/// Uses the same <see cref="Matrix4x4.CreateLookAt"/> / <see cref="Matrix4x4.CreatePerspectiveFieldOfView"/>
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/// convention as <see cref="ChaseCamera"/> so the doll's triangle winding + back-face culling match the
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/// world render pass. AC up-axis = +Z.
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/// </summary>
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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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// 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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/// <summary>Vertical field of view — retail <c>CreatureMode</c> default <c>m_fFOVRadians</c> = π/4 (45°).</summary>
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public float FovRadians { get; set; } = MathF.PI / 4f;
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public float Near { get; set; } = 0.1f; // same near plane as ChaseCamera / retail znear
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public float Far { get; set; } = 50f; // doll scene is small; 50 m is ample
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public float Aspect { get; set; } = 1f;
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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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/// <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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