feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
Complete Render Residual A's faithful port: PhysicsCameraCollisionProbe.SweepEye now mirrors SmartBox::update_viewer (acclient_2013_pseudo_c.txt:92761) end-to-end: - Start cell (pc:92824-92844): indoor (>=0x100) seats the sweep at the head-PIVOT via PhysicsEngine.AdjustPosition (the cellar-lip case — feet in the low connector, head up at floor level); outdoor keeps the player cell. - Sweep pivot -> sought-eye from the seated start cell (unchanged 0x5c viewer flags). - Success (pc:92870): set_viewer(curr_pos), viewer_cell = curr_cell. - Fallback 1 (pc:92878): AdjustPosition(sought_eye). - Fallback 2 / no-cell (pc:92775, 92886): snap to player, viewer_cell = null. This also makes cellId==0 faithful (was returning the desired eye; retail snaps to player_pos) and adds the playerPos arg to ICameraCollisionProbe.SweepEye. Supporting: ResolveResult.Ok surfaces FindTransitionalPosition's return (retail find_valid_position != 0, pc:273898) so SweepEye knows when to fall back. TDD: 11 new tests (FindVisibleChildCell 4, AdjustPosition 3, ResolveResult.Ok 2, SweepEye orchestration 2). The seating test's RED proved the sweep does NOT auto- advance feet->room, so the pivot-seated start cell is genuinely decisive. Core 1326 pass / 4 documented-fail / 1 skip; App 179 pass / 0 fail. No regression. Per the live-capture finding, the visible payoff is the cellar-corner (point 3); the cottage-room bluish void stays for residual C. Spec: docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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10 changed files with 234 additions and 44 deletions
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@ -21,22 +21,35 @@ public sealed class PhysicsCameraCollisionProbe : ICameraCollisionProbe
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public PhysicsCameraCollisionProbe(PhysicsEngine physics) => _physics = physics;
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public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
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public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos)
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{
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// No starting cell → nothing to sweep against; keep the desired eye + cell.
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if (cellId == 0) return new CameraSweepResult(desiredEye, cellId);
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// update_viewer: player->cell == 0 → set_viewer(player_pos, 1), viewer_cell = null
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// (acclient_2013_pseudo_c.txt:92775). No cell to sweep against → snap to the player.
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if (cellId == 0) return new CameraSweepResult(playerPos, 0u);
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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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// === Start cell (pc:92824-92844) ===
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// Indoor (objcell_id >= 0x100): seat the sweep's start cell at the head-PIVOT via
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// CPhysicsObj::AdjustPosition (pc:92832) — the head can sit in a different cell than
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// the feet (the cellar lip: feet in the low connector, head up at floor level). On
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// failure retail falls back to player->cell. Outdoor: cell = player->cell (no AdjustPosition).
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uint startCell = cellId;
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if ((cellId & 0xFFFFu) >= 0x0100u)
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{
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var (pivotCell, found) = _physics.AdjustPosition(cellId, pivot);
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if (found) startCell = pivotCell;
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}
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// === Sweep the viewer_sphere pivot → sought-eye from the start cell (pc:92860-92868) ===
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// SpherePath.InitPath puts sphere0's center at pathPos + (0,0,radius) (the player
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// foot-capsule convention). Retail's viewer_sphere center is (0,0,0), so shift the
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// path DOWN by the radius to make the SPHERE CENTER travel pivot→eye, then add it back.
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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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cellId: startCell,
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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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@ -58,32 +71,34 @@ public sealed class PhysicsCameraCollisionProbe : ICameraCollisionProbe
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Vector3 eye = FromSpherePath(r.Position, ViewerSphereRadius);
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// Phase U.4c spike apparatus (THROWAWAY — strip with ACDREAM_PROBE_FLAP).
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// The post-fix [flap-cam] capture shows the eye flying to full chase distance
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// (eyeInRoot=n ~90%) in cells like 0xA9B40174/0175 — i.e. this sweep is not
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// stopping it. This line answers WHY, the fork that picks the primary residual
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// fix: pulledIn≈0 with resolved=Y bsp=ok ⇒ the sweep ran but found NOTHING in
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// that cell (space genuinely open, or wall geometry the per-cell sweep can't
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// reach → clip-robustness is primary); resolved=n / bsp=nobsp/noroot ⇒ collision
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// can't even run there (cell/BSP not loaded → camera-collision reliability is
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// primary); pulledIn large ⇒ collision IS engaging (eye leaving is then expected
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// through an opening). Paired per-frame with the builder's [flap]/[flap-cam].
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// [flap-sweep] camera-collision probe (ACDREAM_PROBE_FLAP), paired with the
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// builder's [flap]/[flap-cam]. start = the pivot-seated start cell (vs cell = the
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// player feet cell); ok = the sweep found a valid position (find_valid_position != 0).
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
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{
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var cp = _physics.DataCache?.GetCellStruct(cellId);
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var cp = _physics.DataCache?.GetCellStruct(startCell);
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string bsp = cp?.BSP is null ? "nobsp" : (cp.BSP.Root is null ? "noroot" : "ok");
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float desiredBack = Vector3.Distance(pivot, desiredEye);
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float eyeBack = Vector3.Distance(pivot, eye);
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System.Console.WriteLine(
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$"[flap-sweep] cell=0x{cellId:X8} resolved={(cp is not null ? "Y" : "n")} bsp={bsp} " +
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$"[flap-sweep] cell=0x{cellId:X8} start=0x{startCell:X8} ok={r.Ok} resolved={(cp is not null ? "Y" : "n")} bsp={bsp} " +
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$"desiredBack={desiredBack:F2} eyeBack={eyeBack:F2} pulledIn={desiredBack - eyeBack:F2} " +
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$"collNormValid={r.CollisionNormalValid}");
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$"viewerCell=0x{r.CellId:X8} collNormValid={r.CollisionNormalValid}");
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}
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// Phase W single-viewpoint V1 (2026-06-03): surface the swept cell (r.CellId =
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// sp.CurCellId) as the viewer cell — retail viewer_cell = sphere_path.curr_cell
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// (update_viewer pc:92871). Graph-tracked, no AABB/grace → the U.4c flap source is gone.
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return new CameraSweepResult(eye, r.CellId);
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// success: set_viewer(curr_pos, 0); viewer_cell = sphere_path.curr_cell (pc:92870-92871).
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// Graph-tracked, no AABB/grace.
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if (r.Ok) return new CameraSweepResult(eye, r.CellId);
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// === Fallback 1 (pc:92878-92883): AdjustPosition at the sought eye ===
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// The sweep found no valid position; try to seat the eye at its own cell.
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// (Seed with the player cell — acdream's camera doesn't track the sought-eye's
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// cell separately; the eye is near the player so its stab-list is the right one.)
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var (eyeCell, eyeFound) = _physics.AdjustPosition(cellId, desiredEye);
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if (eyeFound) return new CameraSweepResult(desiredEye, eyeCell);
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// === Fallback 2 (pc:92886-92887): set_viewer(player_pos), viewer_cell = null ===
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return new CameraSweepResult(playerPos, 0u);
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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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