The137b4f2payload, re-landed now that #110 is resolved: the missing-indoor- textures correlation was the pre-existing #105 staged-texture-flush drop (fixed inc787201), 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>
80 lines
2.9 KiB
C#
80 lines
2.9 KiB
C#
// src/AcDream.App/Rendering/FlyCamera.cs
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using System.Numerics;
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namespace AcDream.App.Rendering;
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public sealed class FlyCamera : ICamera
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{
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public Vector3 Position { get; set; } = new(96, 96, 150);
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public float Yaw { get; set; } = MathF.PI / 2f; // facing +Y
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public float Pitch { get; set; } = -0.3f; // looking slightly down
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public float FovY { get; set; } = MathF.PI / 3f;
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public float Aspect { get; set; } = 16f / 9f;
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/// <summary>
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/// Default move speed in world units per second. AC's character walks
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/// at ~4 u/s and runs at ~7 u/s; 12 here is comfortable for navigating
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/// scenery without overshooting and roughly tracks a fast jog. Hold
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/// shift while moving to enter "boost" mode at <see cref="BoostSpeed"/>.
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/// </summary>
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public float MoveSpeed { get; set; } = 12f;
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public float BoostSpeed { get; set; } = 50f;
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public float MouseSensitivity { get; set; } = 0.003f;
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private const float PitchLimit = 1.5533f; // ~89 degrees
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public Matrix4x4 View
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{
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get
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{
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var forward = Forward();
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return Matrix4x4.CreateLookAt(Position, Position + forward, Vector3.UnitZ);
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}
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}
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// Near plane 0.1 m = retail Render::znear (see RetailChaseCamera.Projection).
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public Matrix4x4 Projection
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=> Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 0.1f, 5000f);
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/// <summary>
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/// Integrate position for one frame based on WASD + vertical keys.
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/// W/S move forward/back in the horizontal plane (ignoring pitch).
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/// A/D strafe left/right. Up/down translate along world Z.
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/// </summary>
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public void Update(double dt, bool w, bool a, bool s, bool d, bool up, bool down, bool boost = false)
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{
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float speed = boost ? BoostSpeed : MoveSpeed;
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float step = (float)(speed * dt);
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// Forward in the horizontal plane (ignore pitch so W doesn't dive into ground).
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var flatForward = new Vector3(MathF.Cos(Yaw), MathF.Sin(Yaw), 0f);
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var right = new Vector3(MathF.Sin(Yaw), -MathF.Cos(Yaw), 0f);
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if (w) Position += flatForward * step;
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if (s) Position -= flatForward * step;
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if (a) Position -= right * step;
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if (d) Position += right * step;
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if (up) Position += Vector3.UnitZ * step;
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if (down) Position -= Vector3.UnitZ * step;
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}
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/// <summary>
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/// Apply accumulated mouse deltas (pixels since last frame). Positive deltaX
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/// rotates the view to the right (decreases yaw), positive deltaY rotates
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/// down (decreases pitch).
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/// </summary>
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public void Look(float deltaX, float deltaY)
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{
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Yaw -= deltaX * MouseSensitivity;
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Pitch = Math.Clamp(Pitch - deltaY * MouseSensitivity, -PitchLimit, PitchLimit);
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}
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private Vector3 Forward()
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{
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float cp = MathF.Cos(Pitch);
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return new Vector3(
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cp * MathF.Cos(Yaw),
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cp * MathF.Sin(Yaw),
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MathF.Sin(Pitch));
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}
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}
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