feat(render): Phase A8.F — PhysicsCameraCollisionProbe (swept-sphere eye via ResolveWithTransition)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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src/AcDream.App/Rendering/ICameraCollisionProbe.cs
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src/AcDream.App/Rendering/ICameraCollisionProbe.cs
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Sweeps a small sphere from the camera pivot (player head) toward the
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/// desired eye and returns the stopped (non-penetrating) eye. The seam that
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/// lets <see cref="RetailChaseCamera"/> collide its eye without depending on
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/// the physics engine directly (and stay unit-testable with a fake).
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/// </summary>
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public interface ICameraCollisionProbe
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{
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/// <summary>
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/// Roll a collision sphere from <paramref name="pivot"/> to
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/// <paramref name="desiredEye"/>; return the position it reaches without
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/// penetrating geometry. Returns <paramref name="desiredEye"/> unchanged
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/// when nothing blocks the path or when <paramref name="cellId"/> is 0.
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/// </summary>
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Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId);
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}
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src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs
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src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs
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using System.Numerics;
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using AcDream.Core.Physics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// <see cref="ICameraCollisionProbe"/> backed by the player's swept-sphere
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/// engine. Ports retail's <c>SmartBox::update_viewer</c> (0x00453ce0): sweep
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/// the 0.3 m <c>viewer_sphere</c> from the head-pivot to the desired eye via a
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/// <c>CTransition</c> and use the stopped position. Reusing
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/// <see cref="PhysicsEngine.ResolveWithTransition"/> collides against indoor
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/// cell walls (<c>FindEnvCollisions</c>) AND outdoor/baked GfxObj shells
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/// (<c>FindObjCollisions</c>) in one faithful path.
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/// </summary>
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public sealed class PhysicsCameraCollisionProbe : ICameraCollisionProbe
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{
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/// <summary>Retail <c>viewer_sphere</c> radius (acclient :93314).</summary>
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public const float ViewerSphereRadius = 0.3f;
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private readonly PhysicsEngine _physics;
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public PhysicsCameraCollisionProbe(PhysicsEngine physics) => _physics = physics;
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public Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
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{
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// No starting cell → nothing to sweep against; keep the desired eye.
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if (cellId == 0) return desiredEye;
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// SpherePath.InitPath puts sphere0's center at pathPos + (0,0,radius)
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// (the player foot-capsule convention). Retail's viewer_sphere center is
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// (0,0,0), so shift the path DOWN by the radius to make the SPHERE CENTER
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// travel pivot→eye, then add it back to the swept stop position.
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Vector3 begin = ToSpherePath(pivot, ViewerSphereRadius);
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Vector3 end = ToSpherePath(desiredEye, ViewerSphereRadius);
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var r = _physics.ResolveWithTransition(
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currentPos: begin,
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targetPos: end,
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cellId: cellId,
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sphereRadius: ViewerSphereRadius,
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sphereHeight: 0f, // single sphere (no head sphere)
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stepUpHeight: 0f, // no step-up for a camera
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stepDownHeight: 0f, // no step-down / ground snap
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isOnGround: false, // no contact-plane / walkable semantics
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body: null, // no cross-frame persistence
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moverFlags: ObjectInfoState.None, // all targets collide; also keeps
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// camera sweeps out of the #98
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// IsPlayer capture filter
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movingEntityId: selfEntityId); // skip the player's own ShadowEntry
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return FromSpherePath(r.Position, ViewerSphereRadius);
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}
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/// <summary>Eye/pivot point → InitPath path point (subtract the sphere-center offset).</summary>
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internal static Vector3 ToSpherePath(Vector3 spherePoint, float radius)
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=> spherePoint - new Vector3(0f, 0f, radius);
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/// <summary>InitPath path point → eye point (add the sphere-center offset back).</summary>
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internal static Vector3 FromSpherePath(Vector3 pathPoint, float radius)
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=> pathPoint + new Vector3(0f, 0f, radius);
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}
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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public class PhysicsCameraCollisionProbeTests
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{
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// The probe must convert the desired eye path (where the SPHERE CENTER
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// should travel) into the foot-capsule path InitPath expects (which offsets
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// sphere0 up by radius), then invert it on the result. Verify the round trip.
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[Fact]
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public void SpherePathOffset_RoundTrips()
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{
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var p = new Vector3(10f, 20f, 30f);
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const float r = 0.3f;
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var path = PhysicsCameraCollisionProbe.ToSpherePath(p, r);
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Assert.Equal(p.Z - r, path.Z, 5);
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Assert.Equal(p.X, path.X, 5);
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Assert.Equal(p.Y, path.Y, 5);
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var back = PhysicsCameraCollisionProbe.FromSpherePath(path, r);
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Assert.Equal(p.X, back.X, 5);
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Assert.Equal(p.Y, back.Y, 5);
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Assert.Equal(p.Z, back.Z, 5);
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}
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// cellId == 0 means "no starting cell" — the probe must short-circuit and
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// return the desired eye without touching the engine.
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[Fact]
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public void SweepEye_NoStartingCell_ReturnsDesiredEyeUnchanged()
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{
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var probe = new PhysicsCameraCollisionProbe(new PhysicsEngine());
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var pivot = new Vector3(0f, 0f, 1.5f);
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var eye = new Vector3(-2f, 0f, 2.2f);
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var result = probe.SweepEye(pivot, eye, cellId: 0, selfEntityId: 0);
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Assert.Equal(eye, result);
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}
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}
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