feat(camera): wire RetailChaseCamera Update() + tunables + state

Adds the per-frame Update(playerPos, yaw, velocity, dt) entrypoint
that composes the math primitives into a renderable View matrix +
PlayerTranslucency. State: 5-frame velocity ring, damped eye + forward
unit vector, first-frame snap flag, mouse-filter shared state.
Public surface: Distance/Pitch/YawOffset/PivotHeight tunables,
AdjustDistance/Pitch (with clamps), FilterMouseDelta entry, View +
Position + PlayerTranslucency outputs. 5 new integration tests, all
pass; total RetailChaseCamera test count 25.

Also folds in two minor cleanups from the Task 2 code review:
- AverageVelocity uses ring.Length instead of hardcoded 5
- Basis_NearVerticalHeading test asserts orthogonality of right & up

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-18 19:44:13 +02:00
parent 8ebd33dc8f
commit 0c1403f2e6
2 changed files with 220 additions and 3 deletions

View file

@ -25,7 +25,7 @@ namespace AcDream.App.Rendering;
/// </summary> /// </summary>
public sealed class RetailChaseCamera : ICamera public sealed class RetailChaseCamera : ICamera
{ {
// ICamera surface — filled in by Task 3. // ICamera surface.
public Vector3 Position { get; private set; } public Vector3 Position { get; private set; }
public float Aspect { get; set; } = 16f / 9f; public float Aspect { get; set; } = 16f / 9f;
public float FovY { get; set; } = MathF.PI / 3f; public float FovY { get; set; } = MathF.PI / 3f;
@ -33,6 +33,135 @@ public sealed class RetailChaseCamera : ICamera
public Matrix4x4 Projection => public Matrix4x4 Projection =>
Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 1f, 5000f); Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 1f, 5000f);
// ── Public tunables (per-instance) ──────────────────────────────
/// <summary>Length of the viewer_offset vector. Retail default ≈ 2.61.</summary>
public float Distance { get; set; } = 2.61f;
/// <summary>Angle of the camera above the heading-frame XY plane. Retail default ≈ 0.291 rad (16.7°).</summary>
public float Pitch { get; set; } = 0.291f;
/// <summary>
/// Yaw offset added on top of player yaw when slope-align is off
/// or velocity is too small to derive a heading. Used by hold-RMB
/// orbit to swing the camera around the player without rotating
/// the character.
/// </summary>
public float YawOffset { get; set; } = 0f;
/// <summary>Height of look-at anchor above the player's feet (m). Retail default 1.5.</summary>
public float PivotHeight { get; set; } = 1.5f;
/// <summary>Computed translucency for the player mesh (0 = opaque, 1 = invisible). Read by GameWindow.</summary>
public float PlayerTranslucency { get; private set; }
/// <summary>Clamp bounds carried over from legacy ChaseCamera.</summary>
public const float DistanceMin = 2f;
public const float DistanceMax = 40f;
public const float PitchMin = -0.7f;
public const float PitchMax = 1.4f;
// ── Damped state ────────────────────────────────────────────────
private readonly Vector3[] _velocityRing = new Vector3[5];
private int _velocityCount;
private Vector3 _dampedEye;
private Vector3 _dampedForward = new(1f, 0f, 0f);
private bool _initialised;
// Mouse-filter state — shared by FilterMouseDelta entrypoint.
private float _lastMouseDeltaX;
private float _lastMouseDeltaY;
private float _lastFilterTimeSec;
// ── Per-frame entry point ────────────────────────────────────────
/// <summary>
/// Advance the camera one frame. Caller passes the player's current
/// pose + velocity (in world space) + the frame's <c>dt</c> in
/// seconds. After this returns, <see cref="Position"/>,
/// <see cref="View"/>, and <see cref="PlayerTranslucency"/> reflect
/// the new state.
/// </summary>
public void Update(Vector3 playerPosition, float playerYaw, Vector3 playerVelocity, float dt)
{
// 1. Push velocity into 5-frame ring, get average.
PushVelocity(_velocityRing, ref _velocityCount, playerVelocity);
Vector3 avgVel = AverageVelocity(_velocityRing, _velocityCount);
// 2. Heading vector — slope-aligned when fast enough, flat fallback otherwise.
Vector3 heading = ComputeHeading(avgVel, playerYaw + YawOffset, CameraDiagnostics.AlignToSlope);
// 3. Orthonormal heading-frame basis.
var (forward, right, up) = BuildBasis(heading);
// 4. Target pose.
Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
float horizontal = Distance * MathF.Cos(Pitch);
float vertical = Distance * MathF.Sin(Pitch);
// viewer_offset = -horizontal along forward + vertical along up.
Vector3 targetEye = pivotWorld + forward * (-horizontal) + up * vertical;
Vector3 targetForward = Vector3.Normalize(pivotWorld - targetEye);
// 5. Exponential damping (independent translation + rotation rates).
if (!_initialised)
{
_dampedEye = targetEye;
_dampedForward = targetForward;
_initialised = true;
}
else
{
float tAlpha = ComputeDampingAlpha(CameraDiagnostics.TranslationStiffness, dt);
float rAlpha = ComputeDampingAlpha(CameraDiagnostics.RotationStiffness, dt);
_dampedEye = Vector3.Lerp(_dampedEye, targetEye, tAlpha);
_dampedForward = Vector3.Normalize(Vector3.Lerp(_dampedForward, targetForward, rAlpha));
}
// 6. Publish renderer surface.
Position = _dampedEye;
View = Matrix4x4.CreateLookAt(_dampedEye, _dampedEye + _dampedForward, new Vector3(0f, 0f, 1f));
// 7. Auto-fade translucency.
float d = Vector3.Distance(_dampedEye, pivotWorld);
PlayerTranslucency = ComputeTranslucency(d);
}
/// <summary>
/// Adjust the camera distance (zoom) by a delta, clamped to
/// <see cref="DistanceMin"/>..<see cref="DistanceMax"/>. Mirrors
/// legacy <c>ChaseCamera.AdjustDistance</c>.
/// </summary>
public void AdjustDistance(float delta) =>
Distance = Math.Clamp(Distance + delta, DistanceMin, DistanceMax);
/// <summary>
/// Adjust the camera pitch by a delta (radians), clamped to
/// <see cref="PitchMin"/>..<see cref="PitchMax"/>. Mirrors legacy
/// <c>ChaseCamera.AdjustPitch</c>.
/// </summary>
public void AdjustPitch(float delta) =>
Pitch = Math.Clamp(Pitch + delta, PitchMin, PitchMax);
/// <summary>
/// Public entry point for the mouse-input low-pass filter. Calls
/// <see cref="FilterMouseAxis"/> on each axis with shared state.
/// </summary>
public (float outX, float outY) FilterMouseDelta(float rawX, float rawY, float weight, float nowSec)
{
// X first — advances the shared timestamp.
float x = FilterMouseAxis(rawX, weight, nowSec,
ref _lastMouseDeltaX, ref _lastFilterTimeSec, CameraDiagnostics.MouseLowPassWindowSec);
// Y uses a throwaway timestamp so the within-window check still uses the original delta
// (X already advanced _lastFilterTimeSec to nowSec; if Y reused it, the within-window
// check would be 0 < windowSec which is always true — which is what we want here, since
// both axes are sampled simultaneously and should both blend.).
float yTimeShadow = _lastFilterTimeSec - 1f; // force within-window path for the Y axis
float y = FilterMouseAxis(rawY, weight, nowSec,
ref _lastMouseDeltaY, ref yTimeShadow, CameraDiagnostics.MouseLowPassWindowSec);
return (x, y);
}
// Math primitives — pure, internal-static for unit-testability. // Math primitives — pure, internal-static for unit-testability.
/// <summary> /// <summary>
@ -95,14 +224,15 @@ public sealed class RetailChaseCamera : ICamera
/// <summary> /// <summary>
/// Average the <paramref name="count"/> most-recent entries of the /// Average the <paramref name="count"/> most-recent entries of the
/// ring (entries <c>[5-count .. 5)</c>). Returns /// ring (entries <c>[ring.Length-count .. ring.Length)</c>). Returns
/// <see cref="Vector3.Zero"/> when count is zero. /// <see cref="Vector3.Zero"/> when count is zero.
/// </summary> /// </summary>
internal static Vector3 AverageVelocity(Vector3[] ring, int count) internal static Vector3 AverageVelocity(Vector3[] ring, int count)
{ {
if (count == 0) return Vector3.Zero; if (count == 0) return Vector3.Zero;
Vector3 sum = Vector3.Zero; Vector3 sum = Vector3.Zero;
for (int i = 5 - count; i < 5; i++) sum += ring[i]; int start = ring.Length - count;
for (int i = start; i < ring.Length; i++) sum += ring[i];
return sum / count; return sum / count;
} }

View file

@ -1,6 +1,7 @@
using System; using System;
using System.Numerics; using System.Numerics;
using AcDream.App.Rendering; using AcDream.App.Rendering;
using AcDream.Core.Rendering;
using Xunit; using Xunit;
namespace AcDream.App.Tests.Rendering; namespace AcDream.App.Tests.Rendering;
@ -84,6 +85,7 @@ public class RetailChaseCameraTests
Assert.Equal(1f, right.Length(), 5); Assert.Equal(1f, right.Length(), 5);
Assert.Equal(1f, up.Length(), 5); Assert.Equal(1f, up.Length(), 5);
Assert.Equal(0f, Vector3.Dot(right, up), 5);
} }
// ── Velocity ring & averaging ──────────────────────────────────── // ── Velocity ring & averaging ────────────────────────────────────
@ -265,4 +267,89 @@ public class RetailChaseCameraTests
Assert.Equal(1f, RetailChaseCamera.ComputeTranslucency(distance: 0.10f), 5); Assert.Equal(1f, RetailChaseCamera.ComputeTranslucency(distance: 0.10f), 5);
Assert.Equal(1f, RetailChaseCamera.ComputeTranslucency(distance: 0.0f), 5); Assert.Equal(1f, RetailChaseCamera.ComputeTranslucency(distance: 0.0f), 5);
} }
// ── Update() integration ─────────────────────────────────────────
[Fact]
public void FirstUpdate_SnapsToTarget()
{
var cam = new RetailChaseCamera { Distance = 5f, Pitch = 0f };
CameraDiagnostics.AlignToSlope = false; // deterministic: heading = yaw vec
cam.Update(
playerPosition: new Vector3(10f, 20f, 30f),
playerYaw: 0f, // forward = +X
playerVelocity: Vector3.Zero,
dt: 1f / 60f);
// Expected target eye:
// pivot = (10, 20, 30+1.5=31.5)
// forward (yaw=0)= (1, 0, 0)
// right = (0, -1, 0) since (1,0,0) × (0,0,1) = (0, -1, 0)
// up = right × forward = (0,-1,0) × (1,0,0) = (0,0,1)
// viewer_offset = (0, -5, 0) (Distance=5, Pitch=0 → -Distance*cos = -5, sin = 0)
// eye = pivot + right*0 + forward*-5 + up*0
// = (10 - 5, 20, 31.5) = (5, 20, 31.5)
Assert.Equal(5f, cam.Position.X, 4);
Assert.Equal(20f, cam.Position.Y, 4);
Assert.Equal(31.5f, cam.Position.Z, 4);
}
[Fact]
public void SecondUpdate_LerpsTowardTarget()
{
var cam = new RetailChaseCamera { Distance = 5f, Pitch = 0f };
CameraDiagnostics.AlignToSlope = false;
CameraDiagnostics.TranslationStiffness = 0.45f;
CameraDiagnostics.RotationStiffness = 0.45f;
// First update at origin: dampedEye = (-5, 0, 1.5).
cam.Update(Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero, dt: 1f / 60f);
var firstEye = cam.Position;
// Teleport the player one frame later. Target eye now at (10-5, 0, 1.5) = (5, 0, 1.5).
// alpha = 0.45 * (1/60) * 10 = 0.075.
// New eye = firstEye + 0.075 * (target - firstEye)
// = (-5,0,1.5) + 0.075 * ((5,0,1.5) - (-5,0,1.5))
// = (-5,0,1.5) + 0.075 * (10,0,0)
// = (-4.25, 0, 1.5)
cam.Update(new Vector3(10f, 0f, 0f), playerYaw: 0f, playerVelocity: Vector3.Zero, dt: 1f / 60f);
Assert.Equal(-4.25f, cam.Position.X, 3);
Assert.Equal(0f, cam.Position.Y, 4);
Assert.Equal(1.5f, cam.Position.Z, 4);
}
[Fact]
public void Translucency_PropertyReflectsCurrentDampedDistance()
{
var cam = new RetailChaseCamera { Distance = 5f, Pitch = 0f, PivotHeight = 1.5f };
CameraDiagnostics.AlignToSlope = false;
// Far from pivot — translucency should be 0.
cam.Update(Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero, dt: 1f / 60f);
Assert.Equal(0f, cam.PlayerTranslucency, 5);
}
[Fact]
public void AdjustDistance_ClampsToRange()
{
var cam = new RetailChaseCamera { Distance = 5f };
cam.AdjustDistance(-100f);
Assert.Equal(RetailChaseCamera.DistanceMin, cam.Distance);
cam.AdjustDistance(+200f);
Assert.Equal(RetailChaseCamera.DistanceMax, cam.Distance);
}
[Fact]
public void AdjustPitch_ClampsToRange()
{
var cam = new RetailChaseCamera { Pitch = 0f };
cam.AdjustPitch(-10f);
Assert.Equal(RetailChaseCamera.PitchMin, cam.Pitch);
cam.AdjustPitch(+10f);
Assert.Equal(RetailChaseCamera.PitchMax, cam.Pitch);
}
} }