refactor(render): SweepEye returns (Eye, ViewerCellId) — surface the swept viewer cell

The camera spring-arm sweep already resolves the collided eye's cell (ResolveResult.CellId
= sp.CurCellId = retail viewer_cell = sphere_path.curr_cell, update_viewer pc:92871).
Return it from SweepEye so the render can root on the viewer cell (Phase W single-viewpoint
V1, Task 1). Pure plumbing — behavior unchanged; callers extract .Eye. 174 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-03 12:32:45 +02:00
parent b7375c6563
commit 832001d289
6 changed files with 28 additions and 14 deletions

View file

@ -2,9 +2,17 @@ using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>
/// Result of a camera spring-arm sweep: the collided eye position AND the cell the swept
/// viewer-sphere ended in (retail <c>viewer_cell = sphere_path.curr_cell</c>, update_viewer
/// pc:92871). The cell is graph-tracked by the transition — no AABB, no grace frames — so it
/// is the robust per-frame "which cell is the camera in?" answer that roots the render.
/// </summary>
public readonly record struct CameraSweepResult(Vector3 Eye, uint ViewerCellId);
/// <summary>
/// Sweeps a small sphere from the camera pivot (player head) toward the
/// desired eye and returns the stopped (non-penetrating) eye. The seam that
/// desired eye and returns the stopped (non-penetrating) eye + its cell. The seam that
/// lets <see cref="RetailChaseCamera"/> collide its eye without depending on
/// the physics engine directly (and stay unit-testable with a fake).
/// </summary>
@ -13,8 +21,9 @@ public interface ICameraCollisionProbe
/// <summary>
/// Roll a collision sphere from <paramref name="pivot"/> to
/// <paramref name="desiredEye"/>; return the position it reaches without
/// penetrating geometry. Returns <paramref name="desiredEye"/> unchanged
/// penetrating geometry AND the cell it ended in. Returns
/// <paramref name="desiredEye"/> + <paramref name="cellId"/> unchanged
/// when nothing blocks the path or when <paramref name="cellId"/> is 0.
/// </summary>
Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId);
CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId);
}

View file

@ -21,10 +21,10 @@ public sealed class PhysicsCameraCollisionProbe : ICameraCollisionProbe
public PhysicsCameraCollisionProbe(PhysicsEngine physics) => _physics = physics;
public Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
{
// No starting cell → nothing to sweep against; keep the desired eye.
if (cellId == 0) return desiredEye;
// No starting cell → nothing to sweep against; keep the desired eye + cell.
if (cellId == 0) return new CameraSweepResult(desiredEye, cellId);
// SpherePath.InitPath puts sphere0's center at pathPos + (0,0,radius)
// (the player foot-capsule convention). Retail's viewer_sphere center is
@ -80,7 +80,10 @@ public sealed class PhysicsCameraCollisionProbe : ICameraCollisionProbe
$"collNormValid={r.CollisionNormalValid}");
}
return eye;
// Phase W single-viewpoint V1 (2026-06-03): surface the swept cell (r.CellId =
// sp.CurCellId) as the viewer cell — retail viewer_cell = sphere_path.curr_cell
// (update_viewer pc:92871). Graph-tracked, no AABB/grace → the U.4c flap source is gone.
return new CameraSweepResult(eye, r.CellId);
}
/// <summary>Eye/pivot point → InitPath path point (subtract the sphere-center offset).</summary>

View file

@ -153,7 +153,7 @@ public sealed class RetailChaseCamera : ICamera
// leave _dampedEye as the clean, uncollided sought position.
Vector3 publishedEye = _dampedEye;
if (CameraDiagnostics.CollideCamera && CollisionProbe is not null)
publishedEye = CollisionProbe.SweepEye(pivotWorld, _dampedEye, cellId, selfEntityId);
publishedEye = CollisionProbe.SweepEye(pivotWorld, _dampedEye, cellId, selfEntityId).Eye;
// 6. Publish renderer surface (from the collided eye; rotation stays the
// smoothly-damped look direction toward the pivot).

View file

@ -140,7 +140,7 @@ public class CameraCollisionIndoorTests
pivot: PivotWorld,
desiredEye: DesiredEye,
cellId: IndoorCellId,
selfEntityId: 0u);
selfEntityId: 0u).Eye;
// The eye should be stopped before the exterior wall at Y=4.0.
// Expected stopped eye Y ≈ 4.0 - ViewerSphereRadius = 3.7.

View file

@ -38,6 +38,7 @@ public class PhysicsCameraCollisionProbeTests
var result = probe.SweepEye(pivot, eye, cellId: 0, selfEntityId: 0);
Assert.Equal(eye, result);
Assert.Equal(eye, result.Eye);
Assert.Equal(0u, result.ViewerCellId); // cellId==0 → returned unchanged
}
}

View file

@ -452,10 +452,11 @@ public class RetailChaseCameraTests
{
public int Calls;
public Vector3 ReturnEye;
public Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
public uint ReturnCell;
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
{
Calls++;
return ReturnEye;
return new CameraSweepResult(ReturnEye, ReturnCell);
}
}
@ -538,10 +539,10 @@ public class RetailChaseCameraTests
{
public int Calls;
public Vector3 ClampEye;
public Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
{
Calls++;
return Calls == 1 ? ClampEye : desiredEye;
return new CameraSweepResult(Calls == 1 ? ClampEye : desiredEye, cellId);
}
}