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