Commit graph

13 commits

Author SHA1 Message Date
Erik
d4b5c71e66 fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
The 137b4f2 payload, re-landed now that #110 is resolved: the missing-indoor-
textures correlation was the pre-existing #105 staged-texture-flush drop
(fixed in c787201), not a near-plane mechanism. znear=0.1 merely raised #105's
trigger probability — a closer near plane makes close-up geometry newly
visible, inflating per-frame prepare/upload pressure indoors and growing the
never-flushed tail. Exactly the handoff's only-credible-link hypothesis,
verified instead of assumed.

Retail: Render::SetFOVRad sets znear=0.1 flat (decomp :342173, initializer
:1101867). 0.1 < the 0.3m camera-collision sphere, so a wall the collided eye
presses against no longer falls inside the near plane — the §4 corner
see-through-wall closes.

Verification on the 0.1 arm (the arm that struck 2-of-3 on 2026-06-10):
nearplane-reland-1.log — [tex-flush] after=0 on all 45 lines, 68,291 [shell]
lines with zero zh>0 batches, all four dat tripwires silent, no [wb-error].
ISSUES.md: #105 + #110 moved to Recently closed with root cause + evidence.
Pending user re-gate: corner press (wall stays solid) + distance scan for
z-shimmer (none expected; retail ships 0.1 with D24).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 12:14:00 +02:00
Erik
8bd3492612 revert(render): near plane back to 1.0m pending #110 - 0.1 correlated with missing indoor textures
Bisect (user-gated): two consecutive runs on 0.1 lost indoor textures; the 1.0 bisect run rendered clean. #105 tripwires silent on the bad runs (GL-side). No known mechanism links the near plane to texturing - #110 filed to investigate (RenderDoc / flip-testing) before re-landing retail's znear=0.1, which the corner see-through fix depends on. Comments on all four cameras point at #110 so the retail value is not re-landed blind.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 11:02:55 +02:00
Erik
137b4f2d25 fix(render): near plane 1.0m -> 0.1m (retail Render::znear) - corner see-through-wall; file #107-#109
The collided camera eye sits 0.3m from walls (viewer_sphere radius); a 1.0m near plane clipped the wall face away, so pressing the camera into a corner showed the clear color through the wall (gate result: unchanged by the flood fix - it was never a flood bug). Retail sets Render::znear = 0.1 flat in SetFOVRad (decomp :342173, initializer :1101867). All four cameras aligned. Also files #107 (indoor spawn wedge, 3-for-3), #108 (cellar-up terrain sweep across door opening), #109 (exit-door texture/background oscillation) from the 2026-06-10 visual gate; gate confirms the dac8f6a flood fix: room-room + indoor-outdoor transitions clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 10:48:53 +02:00
Erik
d2212cfaea fix(render): Part 1 — camera boom convergence snap (kills the at-rest viewer-cell flicker trigger)
Port retail CameraManager::UpdateCamera's convergence snap (0x00456fcd):
once the per-frame lerp step is below 0.0004 m AND the rotation within
0.000199999995, freeze the damped eye at an exact fixed point instead of
Vector3.Lerp's endless sub-mm asymptote. The drift was walking the 3rd-person
eye across the vestibule/room portal plane at rest, flipping the per-frame
viewer-cell resolve 0170<->0171 -> the indoor grey/texture flicker. The
collided-eye firewall (separate publishedEye local) is already present.

Adds ApplyConvergenceSnap static (TDD: 3 unit tests + 1 integration freeze
test) + SnapEpsilon/RotCloseEpsilon. App suite 183 -> 187, all green.

Plan: docs/superpowers/plans/2026-06-05-indoor-viewer-cell-flicker-fix.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 15:56:04 +02:00
Erik
9e70031bc6 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>
2026-06-05 11:10:32 +02:00
Erik
d03fe84845 feat(render): RetailChaseCamera.ViewerCellId — the swept viewer cell (retail viewer_cell)
Update() now always sets ViewerCellId: the camera-collision sweep's swept cell when collision
is on (retail viewer_cell = sphere_path.curr_cell), else the passed player cell. This is the
robust, per-frame, graph-tracked 'which cell is the camera in?' answer that V1 roots the render
on — no AABB, no grace frames (the U.4c flap source). 176 App tests green (2 new).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 12:34:07 +02:00
Erik
832001d289 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>
2026-06-03 12:32:45 +02:00
Erik
aae5300fea 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>
2026-05-30 09:40:08 +02:00
Erik
319277a27b feat(render): Phase A8.F — RetailChaseCamera consumes the camera-collision probe
Add ICameraCollisionProbe? CollisionProbe { get; init; } to RetailChaseCamera.
Extend Update() with optional cellId/selfEntityId params (default 0) so all
existing callers compile unchanged. After the exponential-damping block (step 5)
and before publishing Position/View (step 6), sweep _dampedEye through the
probe when CameraDiagnostics.CollideCamera is true and a probe is wired in
(step 5b). The fade computation in step 7 then naturally uses the collided eye.
Null probe and cellId=0 both short-circuit cleanly. Three new xUnit tests
cover: probe-wired+flag-on publishes collided eye, flag-off skips probe,
null probe doesn't throw. All 30 RetailChaseCameraTests pass.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 19:14:13 +02:00
Erik
b7e954e50b fix(camera): retail-faithful jump-tracking via contact-plane projection
Original symptom: jumping made the camera swing around the player
vertically — the basis tilted up/down with the player's Z velocity.

Root cause: ComputeHeading used the raw 3D velocity vector as the
heading direction. During a jump, velocity has a substantial Z
component (vy ≈ jump speed), and `normalize((vx, vy, vz))` produced
a heading pointing up. The basis tilted accordingly and the camera
went under/over the player.

Retail's actual ALIGN_WITH_PLANE algorithm (decomp at
acclient_2013_pseudo_c.txt:95644-95795) is different:

  1. Velocity is only used as a gate. If |vx| AND |vy| > epsilon
     (player is moving in XY), proceed; otherwise fall back to the
     LOOK_IN_DIRECTION path (player's facing direction unchanged).
  2. The base heading is `localtoglobalvec(player, (0, 1, 0))` —
     the player's local +Y axis in world space, which in our
     convention is `(cos yaw, sin yaw, 0)`.
  3. Pick a surface normal:
       grounded:  contact_plane.N
       airborne:  (0, 0, 1)  [world up]
  4. Project the base heading onto the plane perpendicular to that
     normal:  projected = forward - normal * dot(forward, normal).
  5. Normalize. Fall back to the base if projection collapses.

Behaviorally:
  * Standing jump (vx≈0, vy≈0):  gate fails → base heading. Camera
    doesn't move with the jump.
  * Running jump (vx, vy, vz all nonzero, airborne):  projects onto
    world up → no-op since base is already horizontal. Camera basis
    stays horizontal; player visibly rises in frame.
  * Walking uphill (grounded, slope normal tilted):  projection
    adds a Z component matching the slope angle. Camera basis tilts
    with the terrain.
  * Walking on flat ground:  projection is a no-op. Camera basis
    horizontal.

Surface changes:
  * RetailChaseCamera.ComputeHeading gains `isOnGround` and
    `contactPlaneNormal` parameters.
  * RetailChaseCamera.Update gains the same two parameters and
    threads them through.
  * GameWindow's two Update call sites pass `result.IsOnGround` and
    `_playerController.ContactPlane.Normal` (already exposed on
    PlayerMovementController — no plumbing change there).
  * Tests: 2 existing heading tests reshaped (Moving* and Uphill);
    2 new tests added (AirborneJumping straight-up + running-jump);
    1 renamed (SlopeAlignDisabled). Net 25 → 27 tests in
    RetailChaseCameraTests; full AcDream.App.Tests: 39 → 41.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 09:32:50 +02:00
Erik
e5a5916679 feat(camera): CameraController carries both legacy + retail chase cams
EnterChaseMode now takes (ChaseCamera, RetailChaseCamera); Active
consults CameraDiagnostics.UseRetailChaseCamera to pick which to
expose. Flag flip at runtime swaps cameras instantly (both are kept
warm). GameWindow's two EnterChaseMode call sites get a temporary
stub RetailChaseCamera; Task 7 wires proper construction +
per-frame updates.

Also folds in two minor cleanups from the Task 3 code review:
- Update() discards the unused `right` axis from BuildBasis (no
  caller in the chase-cam math; viewer_offset.X is always 0)
- The three CameraDiagnostics-mutating integration tests now
  save and restore the static state in try/finally to avoid
  ordering-dependent contamination

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:56:24 +02:00
Erik
0c1403f2e6 feat(camera): wire RetailChaseCamera Update() + tunables + state
Adds the per-frame Update(playerPos, yaw, velocity, dt) entrypoint
that composes the math primitives into a renderable View matrix +
PlayerTranslucency. State: 5-frame velocity ring, damped eye + forward
unit vector, first-frame snap flag, mouse-filter shared state.
Public surface: Distance/Pitch/YawOffset/PivotHeight tunables,
AdjustDistance/Pitch (with clamps), FilterMouseDelta entry, View +
Position + PlayerTranslucency outputs. 5 new integration tests, all
pass; total RetailChaseCamera test count 25.

Also folds in two minor cleanups from the Task 2 code review:
- AverageVelocity uses ring.Length instead of hardcoded 5
- Basis_NearVerticalHeading test asserts orthogonality of right & up

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:44:13 +02:00
Erik
8ebd33dc8f feat(camera): add RetailChaseCamera math primitives
Seven pure-math helpers in the new RetailChaseCamera class:
ComputeHeading (slope-align with flat fallback), BuildBasis (heading
→ orthonormal frame, near-vertical fallback), PushVelocity +
AverageVelocity (5-entry FIFO ring), ComputeDampingAlpha (retail's
stiffness*dt*10), FilterMouseAxis (0.25s low-pass), ComputeTranslucency
(linear ramp 0.20..0.45 m). 20 tests, all pass. State machine + Update()
land in the next commit.

Per spec docs/superpowers/specs/2026-05-18-retail-chase-camera-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:36:24 +02:00