acdream/src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs
Erik 7eaa68a5f4 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>
2026-07-23 12:55:24 +02:00

407 lines
13 KiB
C#

using System.Numerics;
using AcDream.App.Rendering.Wb;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.App.World;
using AcDream.Core.Lighting;
using AcDream.Core.World;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
internal interface ICreatureAppraisalRenderer
{
void SetCreature(
WorldEntity? creature,
Vector3 boundsMin,
Vector3 boundsMax);
uint Render(int width, int height);
}
internal interface ICreatureAppraisalFrameView
{
bool TryGetVisibleTarget(
out uint serverGuid,
out int width,
out int height);
void SetTextureHandle(uint textureHandle);
}
internal interface ICreatureAppraisalEntityLookup
{
bool TryGet(uint serverGuid, out WorldEntity entity);
}
internal interface ICreatureAppraisalCloneFactory
{
bool TrySynchronize(
uint serverGuid,
WorldEntity? currentClone,
out WorldEntity? synchronizedClone,
out Vector3 boundsMin,
out Vector3 boundsMax);
}
/// <summary>
/// Per-frame owner for retail's examination <c>CreatureMode</c>. Unlike the
/// inventory doll's held pose, the examination clone follows the live target's
/// current animated part transforms every frame.
/// </summary>
internal sealed class CreatureAppraisalFramePresenter :
IPrivateEntityViewportFrame
{
private readonly ICreatureAppraisalRenderer _renderer;
private readonly ICreatureAppraisalFrameView _view;
private readonly ICreatureAppraisalCloneFactory _factory;
private WorldEntity? _clone;
private uint _serverGuid;
public CreatureAppraisalFramePresenter(
ICreatureAppraisalRenderer renderer,
ICreatureAppraisalFrameView view,
ICreatureAppraisalCloneFactory factory)
{
_renderer = renderer ?? throw new ArgumentNullException(nameof(renderer));
_view = view ?? throw new ArgumentNullException(nameof(view));
_factory = factory ?? throw new ArgumentNullException(nameof(factory));
}
public void Render()
{
if (!_view.TryGetVisibleTarget(
out uint serverGuid,
out int width,
out int height))
{
return;
}
if (_serverGuid != serverGuid)
{
_serverGuid = serverGuid;
_clone = null;
}
if (!_factory.TrySynchronize(
serverGuid,
_clone,
out WorldEntity? synchronized,
out Vector3 boundsMin,
out Vector3 boundsMax))
{
_clone = null;
_renderer.SetCreature(null, Vector3.Zero, Vector3.Zero);
_view.SetTextureHandle(0u);
return;
}
_clone = synchronized;
_renderer.SetCreature(_clone, boundsMin, boundsMax);
_view.SetTextureHandle(_renderer.Render(width, height));
}
}
/// <summary>
/// Retained-view adapter for LayoutDesc 0x2100006B element 0x10000148.
/// Parent visibility is checked explicitly because the viewport remains locally
/// visible while retail switches the examination subview to an item.
/// </summary>
internal sealed class RetailCreatureAppraisalFrameView :
ICreatureAppraisalFrameView
{
private readonly UiViewport _viewport;
private readonly UiElement _windowFrame;
private readonly AppraisalUiController _controller;
public RetailCreatureAppraisalFrameView(
UiViewport viewport,
UiElement windowFrame,
AppraisalUiController controller)
{
_viewport = viewport ?? throw new ArgumentNullException(nameof(viewport));
_windowFrame = windowFrame ?? throw new ArgumentNullException(nameof(windowFrame));
_controller = controller ?? throw new ArgumentNullException(nameof(controller));
}
public bool TryGetVisibleTarget(
out uint serverGuid,
out int width,
out int height)
{
serverGuid = 0u;
width = 0;
height = 0;
if (_controller.ActiveView is not (
AppraisalView.Creature or AppraisalView.Character)
|| !IsEffectivelyVisible(_windowFrame)
|| !IsEffectivelyVisible(_viewport)
|| _controller.CurrentObjectId == 0u)
{
return false;
}
serverGuid = _controller.CurrentObjectId;
width = (int)_viewport.Width;
height = (int)_viewport.Height;
return width > 0 && height > 0;
}
public void SetTextureHandle(uint textureHandle) =>
_viewport.TextureHandle = textureHandle;
private static bool IsEffectivelyVisible(UiElement element)
{
for (UiElement? current = element; current is not null; current = current.Parent)
if (!current.Visible)
return false;
return true;
}
}
internal sealed class LiveCreatureAppraisalEntityLookup :
ICreatureAppraisalEntityLookup
{
private readonly LiveEntityRuntime _liveEntities;
public LiveCreatureAppraisalEntityLookup(LiveEntityRuntime liveEntities)
{
_liveEntities = liveEntities
?? throw new ArgumentNullException(nameof(liveEntities));
}
public bool TryGet(uint serverGuid, out WorldEntity entity) =>
_liveEntities.TryGetWorldEntity(serverGuid, out entity);
}
/// <summary>
/// Retail <c>BasicCreatureExamineUI::Init @ 0x004AB9C0</c> clones the selected
/// physics object, fixes its heading at 191.367905 degrees, and lets the private
/// CreatureMode animate that clone. ACDream shares the already-resolved live
/// MeshRefs and updates that reference every frame, giving the private clone the
/// same current animated pose without registering a second gameplay entity.
/// </summary>
internal sealed class RetailCreatureAppraisalCloneFactory :
ICreatureAppraisalCloneFactory
{
private readonly ICreatureAppraisalEntityLookup _entities;
public RetailCreatureAppraisalCloneFactory(
ICreatureAppraisalEntityLookup entities)
{
_entities = entities ?? throw new ArgumentNullException(nameof(entities));
}
public bool TrySynchronize(
uint serverGuid,
WorldEntity? currentClone,
out WorldEntity? synchronizedClone,
out Vector3 boundsMin,
out Vector3 boundsMax)
{
synchronizedClone = null;
boundsMin = Vector3.Zero;
boundsMax = Vector3.Zero;
if (!_entities.TryGet(serverGuid, out WorldEntity source)
|| source.MeshRefs.Count == 0)
{
return false;
}
WorldEntity clone = currentClone is not null
&& currentClone.SourceGfxObjOrSetupId == source.SourceGfxObjOrSetupId
? currentClone
: CreatureAppraisalEntityBuilder.Build(source);
clone.ApplyAppearance(
source.MeshRefs,
source.PaletteOverride,
source.PartOverrides);
clone.IsDrawVisible = source.IsDrawVisible;
clone.IsAncestorDrawVisible = source.IsAncestorDrawVisible;
if (source.HasLocalBounds)
clone.SetLocalBounds(source.LocalBoundMin, source.LocalBoundMax);
(boundsMin, boundsMax) =
CreatureAppraisalEntityBuilder.RotatedBounds(source);
synchronizedClone = clone;
return true;
}
}
internal static class CreatureAppraisalEntityBuilder
{
public const uint RenderId = 0xDA11_D022u;
public const uint ServerGuid = 0xDA11_D021u;
private const float HeadingDegrees = 191.367905f;
private static readonly Quaternion Heading = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
-HeadingDegrees * (MathF.PI / 180f));
public static WorldEntity Build(WorldEntity source)
{
ArgumentNullException.ThrowIfNull(source);
var clone = new WorldEntity
{
Id = RenderId,
ServerGuid = ServerGuid,
SourceGfxObjOrSetupId = source.SourceGfxObjOrSetupId,
Position = Vector3.Zero,
Rotation = Heading,
MeshRefs = source.MeshRefs,
PaletteOverride = source.PaletteOverride,
PartOverrides = source.PartOverrides,
HiddenPartsMask = source.HiddenPartsMask,
Scale = source.Scale,
ParentCellId = null,
EffectCellId = null,
};
if (source.HasLocalBounds)
clone.SetLocalBounds(source.LocalBoundMin, source.LocalBoundMax);
return clone;
}
public static (Vector3 Min, Vector3 Max) RotatedBounds(
WorldEntity source)
{
Vector3 min;
Vector3 max;
if (source.HasLocalBounds)
{
min = source.LocalBoundMin;
max = source.LocalBoundMax;
}
else
{
min = new Vector3(-0.5f, -0.5f, 0f);
max = new Vector3(0.5f, 0.5f, 2f);
foreach (MeshRef mesh in source.MeshRefs)
{
Vector3 p = mesh.PartTransform.Translation;
min = Vector3.Min(min, p - new Vector3(0.5f));
max = Vector3.Max(max, p + new Vector3(0.5f));
}
}
Vector3 rotatedMin = default;
Vector3 rotatedMax = default;
for (int corner = 0; corner < 8; corner++)
{
Vector3 point = new(
(corner & 1) == 0 ? min.X : max.X,
(corner & 2) == 0 ? min.Y : max.Y,
(corner & 4) == 0 ? min.Z : max.Z);
point = Vector3.Transform(point, Heading);
if (corner == 0)
rotatedMin = rotatedMax = point;
else
{
rotatedMin = Vector3.Min(rotatedMin, point);
rotatedMax = Vector3.Max(rotatedMax, point);
}
}
return (rotatedMin, rotatedMax);
}
}
/// <summary>
/// Bounding-box camera from <c>BasicCreatureExamineUI::Init @ 0x004AB9C0</c>.
/// The camera keeps retail's identity direction (+Y) and 45-degree vertical
/// field of view. Its distance is the fitted vertical span times 1.20710683,
/// plus half the creature's front-to-back depth.
/// </summary>
internal sealed class CreatureAppraisalCamera :
IPrivateEntityViewportCamera
{
private const float FitDistanceFactor = 1.20710683f;
private Vector3 _boundsMin = new(-0.5f, -0.5f, 0f);
private Vector3 _boundsMax = new(0.5f, 0.5f, 2f);
private float _aspect = 1f;
private Vector3 _eye;
public CreatureAppraisalCamera() => Recalculate();
public float Aspect
{
get => _aspect;
set
{
_aspect = float.IsFinite(value) && value > 0f ? value : 1f;
Recalculate();
}
}
public Vector3 Eye => _eye;
public float FovRadians { get; set; } = MathF.PI / 4f;
public float Near { get; set; } = 0.1f;
public float Far { get; set; } = 2048f;
public Matrix4x4 View =>
Matrix4x4.CreateLookAt(_eye, _eye + Vector3.UnitY, Vector3.UnitZ);
public Matrix4x4 Projection => Matrix4x4.CreatePerspectiveFieldOfView(
FovRadians,
_aspect,
Near,
Far);
public void Fit(Vector3 min, Vector3 max)
{
_boundsMin = Vector3.Min(min, max);
_boundsMax = Vector3.Max(min, max);
Recalculate();
}
private void Recalculate()
{
Vector3 span = Vector3.Max(
_boundsMax - _boundsMin,
new Vector3(0.001f));
Vector3 center = (_boundsMin + _boundsMax) * 0.5f;
float fittedVertical = MathF.Max(span.Z, span.X / _aspect);
float distance = fittedVertical * FitDistanceFactor + span.Y * 0.5f;
_eye = new Vector3(center.X, center.Y - distance, center.Z);
}
}
/// <summary>Examination-specific facade over the shared private renderer.</summary>
internal sealed class CreatureAppraisalViewportRenderer :
IUiViewportRenderer,
ICreatureAppraisalRenderer,
IDisposable
{
private readonly CreatureAppraisalCamera _camera = new();
private readonly PrivateEntityViewportRenderer _renderer;
public CreatureAppraisalViewportRenderer(
GL gl,
WbDrawDispatcher dispatcher,
SceneLightingUboBinding lightUbo,
IEntityTextureLifetime textureLifetime)
{
_renderer = new PrivateEntityViewportRenderer(
gl,
dispatcher,
lightUbo,
textureLifetime,
CreatureAppraisalEntityBuilder.RenderId,
_camera,
"creature examination");
}
public void SetCreature(
WorldEntity? creature,
Vector3 boundsMin,
Vector3 boundsMax)
{
if (creature is not null)
_camera.Fit(boundsMin, boundsMax);
_renderer.SetEntity(creature);
}
public uint Render(int width, int height) =>
_renderer.Render(width, height);
public void Dispose() => _renderer.Dispose();
}