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>
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6 changed files with 28 additions and 14 deletions
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@ -153,7 +153,7 @@ public sealed class RetailChaseCamera : ICamera
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// leave _dampedEye as the clean, uncollided sought position.
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Vector3 publishedEye = _dampedEye;
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if (CameraDiagnostics.CollideCamera && CollisionProbe is not null)
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publishedEye = CollisionProbe.SweepEye(pivotWorld, _dampedEye, cellId, selfEntityId);
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publishedEye = CollisionProbe.SweepEye(pivotWorld, _dampedEye, cellId, selfEntityId).Eye;
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// 6. Publish renderer surface (from the collided eye; rotation stays the
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// smoothly-damped look direction toward the pivot).
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