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3 commits

Author SHA1 Message Date
Erik
5821bdc9ea fix(B.4b): WorldPicker.Pick — handle inside-sphere origin + document normalize contract
Code review flagged two latent correctness bugs in Pick:

1. The single t = -b - sqrt(d) intersection skipped entities whose
   5m bounding sphere contained the ray origin. Realistic at
   point-blank range — if the player stands within ~5m of a door,
   the near-plane sits inside the door's bounding sphere and the
   door becomes unpickable. Standard fix: when t_near < 0 fall
   through to t_far = -b + sqrt(d) (the sphere exit point).

2. The discriminant formula assumes |direction| = 1. BuildRay
   currently normalizes so the assumption holds at the wire, but
   the contract wasn't documented. Added an explicit
   <param name="direction"> note.

New test Pick_RayOriginInsideEntitySphere_StillReturnsServerGuid
covers the inside-sphere case. Suite: 9/9 WorldPicker tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:52:45 +02:00
Erik
221b64186d feat(B.4b): WorldPicker.Pick — ray-sphere entity pick
Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance)
to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips
entities with ServerGuid==0 (atlas/dat-hydrated statics — no server
identity) and the caller's skipServerGuid (the player self).
Geometric ray-sphere intersection at 5m radius (matches
WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid
within maxDistance (50m default), or null on miss.

6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid,
skip-zero-server-guid, beyond-max-distance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:47:05 +02:00
Erik
f0b3bd9aa2 feat(B.4b): WorldPicker.BuildRay — mouse-to-world ray unprojection
New AcDream.Core.Selection.WorldPicker static helper. BuildRay
unprojects pixel (mouseX, mouseY) through a view+projection matrix
pair into a world-space (origin, direction) ray. Used by
GameWindow.OnInputAction to drive entity picking on click.

Pure math, no state, no DI. Composes view*projection (System.Numerics
row-vector convention, matching the rest of acdream's camera path —
see GameWindow.cs:6445 FrustumPlanes.FromViewProjection). 2 xUnit
tests cover center-of-viewport (forward ray) and right-of-center
(positive-X deflection).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:41:48 +02:00