fix(render): Phase A8.F — camera collision no longer corrupts the damped eye (wall-press vibration)
Visual verification showed the camera vibrating/bouncing when pressed against a wall. Cause: the sweep wrote its clamped result back into _dampedEye, so the next frame's damping lerped from the wall toward the target and the sweep re-clamped it — a per-frame feedback loop. Retail keeps viewer_sought_position (damped, uncollided) separate from viewer (the published collided eye). Fix: collide into a separate publishedEye for Position/View/fade and leave _dampedEye as the clean sought position. New regression test Update_CollisionDoesNotCorruptDampedState (clamp-then-release → full recovery). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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2 changed files with 58 additions and 10 deletions
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@ -143,19 +143,26 @@ public sealed class RetailChaseCamera : ICamera
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}
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// 5b. Spring-arm collision (A8.F). Retail SmartBox::update_viewer
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// (0x00453ce0) sweeps viewer_sphere from the head-pivot to the
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// desired eye and uses the stopped position. Keeps the eye out of
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// walls so the A8.F camera-cell + portal side-tests stay stable.
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// A null probe or disabled flag leaves the eye unchanged.
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// (0x00453ce0) keeps TWO states: viewer_sought_position (the damped
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// desired eye) and viewer (the published eye = set_viewer(curr_pos)).
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// The collision produces the PUBLISHED eye each frame but must NOT
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// feed back into the damped state — writing the clamped result into
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// _dampedEye makes next frame's lerp start from the wall and fight
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// the clamp, which shows up as visible oscillation/vibration when the
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// eye is pressed against a wall. So collide into a separate local and
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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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_dampedEye = CollisionProbe.SweepEye(pivotWorld, _dampedEye, cellId, selfEntityId);
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publishedEye = CollisionProbe.SweepEye(pivotWorld, _dampedEye, cellId, selfEntityId);
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// 6. Publish renderer surface.
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Position = _dampedEye;
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View = Matrix4x4.CreateLookAt(_dampedEye, _dampedEye + _dampedForward, new Vector3(0f, 0f, 1f));
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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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Position = publishedEye;
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View = Matrix4x4.CreateLookAt(publishedEye, publishedEye + _dampedForward, new Vector3(0f, 0f, 1f));
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// 7. Auto-fade translucency.
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float d = Vector3.Distance(_dampedEye, pivotWorld);
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// 7. Auto-fade translucency — uses the published (collided) eye so the
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// player fades once the eye is pulled in close.
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float d = Vector3.Distance(publishedEye, pivotWorld);
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PlayerTranslucency = ComputeTranslucency(d);
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}
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