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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@ -531,4 +531,45 @@ public class RetailChaseCameraTests
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Assert.Equal(pulledIn, cam.Position);
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Assert.Equal(1f, cam.PlayerTranslucency, 3);
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}
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// Probe that clamps the eye to a fixed point on the FIRST call, then
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// releases (returns the requested eye unchanged) on later calls.
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private sealed class ClampThenReleaseProbe : ICameraCollisionProbe
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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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{
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Calls++;
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return Calls == 1 ? ClampEye : desiredEye;
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}
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}
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[Fact]
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public void Update_CollisionDoesNotCorruptDampedState()
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{
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// Regression for the wall-press vibration: the sweep must NOT write its
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// clamped result back into the damped "sought" eye (retail keeps
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// viewer_sought_position separate from viewer). Frame 1 clamps the eye
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// near the pivot; frame 2 releases. With the damp state kept clean, the
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// published eye returns straight to the (constant) target on frame 2; if
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// it were corrupted, frame 2 would only lerp ~7.5% back from the clamp
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// and stay pinned near it.
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CameraDiagnostics.CollideCamera = true;
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var probe = new ClampThenReleaseProbe { ClampEye = new Vector3(0f, 0f, 2f) };
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var cam = new RetailChaseCamera { CollisionProbe = probe };
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void Step() => cam.Update(
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playerPosition: Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
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isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f,
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cellId: 0x100, selfEntityId: 0x5);
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Step(); // frame 1: clamps to (0,0,2)
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Step(); // frame 2: releases
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// Constant pose → target eye ≈ (-2.5, 0, 2.25). Full recovery means
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// Position.X is near the target (< -2), not pinned near the clamp (X≈0).
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Assert.True(cam.Position.X < -2f,
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$"published eye should fully recover to the target after release, got {cam.Position}");
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}
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}
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