Spec for porting retail's CameraManager + CameraSet behavior to a new RetailChaseCamera class, controlled by a CameraDiagnostics toggle so the user can A/B against legacy ChaseCamera. Covers six retail behaviors: exponential damping (stiffness*dt*10), 5-frame velocity-averaged slope alignment, mouse low-pass (0.25s window), held-key offset integration, auto-fade <0.45m, and independent translation/rotation stiffness rates. Brainstormed end-to-end before any code change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
478 lines
20 KiB
Markdown
478 lines
20 KiB
Markdown
# Retail-faithful chase camera with dev-tools toggle
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**Date:** 2026-05-18
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**Author:** Claude (with @erikn)
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**Phase:** ad-hoc rendering polish (not on the M2 critical path)
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**Status:** brainstormed → ready for plan
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## Motivation
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`src/AcDream.App/Rendering/ChaseCamera.cs` is a rigid follow-cam: each
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frame `Position` is recomputed as a pure function of
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`playerPosition + yaw + Pitch + Distance + EyeHeight`. The character
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is welded to the camera, which makes movement feel mechanical (no lag,
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no overshoot, no slope-awareness). A `_trackedZ` hack pins camera Z
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during jumps as a workaround for the visual feel that retail's camera
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gets naturally from low-stiffness damping.
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The retail 2013 client uses a two-class chase camera
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(`CameraManager` + `CameraSet`, decomp at
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`docs/research/named-retail/acclient_2013_pseudo_c.txt:95505` and
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`:97643`) that:
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1. **Exponentially damps both translation and rotation toward a target
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pose each frame.** Default stiffness 0.45 → ~7.5 % of the gap closed
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per 60 Hz frame → ~150 ms half-life. This is the dominant "alive"
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feel.
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2. **Aligns the camera basis to the player's recent velocity vector**
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(5-frame moving average) instead of pure world-up. The camera tilts
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with the terrain when running up/down hills.
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3. **Low-passes mouse-look deltas** within a 0.25 s window so
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high-DPI mice don't make the camera jitter.
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4. **Integrates held-key offset adjustments** (Closer/Farther/Raise/
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Lower) at a settable rate per frame so zoom/elevation transitions
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are smooth.
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5. **Fades the player mesh** linearly from opaque at 0.45 m to fully
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transparent at 0.20 m when the camera approaches the pivot.
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6. **Orbits independently of player yaw** — Rotate inputs spin
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`viewer_offset` around the pivot's Z-axis, the character's heading
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isn't touched.
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This spec ports all six behaviors as a new `RetailChaseCamera` class,
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controlled by a dev-tools toggle so the user can A/B against the
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existing legacy camera before we make retail the default.
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## Architecture
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```
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┌─ ChaseCamera ────────┐
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│ (existing, legacy) │
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└──────────────────────┘
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▲
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│ ICamera
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│
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CameraDiagnostics ─── flag ─► CameraController ──► renderer (View matrix)
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(static) │
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│ ICamera
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▼
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┌─ RetailChaseCamera ──┐
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│ (new) │
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└──────────────────────┘
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▲
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│ per-frame inputs
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│
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GameWindow (updates both, picks active)
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```
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### Components
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**`AcDream.Core.Rendering.CameraDiagnostics`** (new static class)
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Owns the runtime-tunable knobs. Mirrors the `PhysicsDiagnostics` pattern
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(diagnostic owner classes per CLAUDE.md §"Code Structure Rules" rule 5).
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Initial values from env vars at process start; runtime-settable via
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property setters that the DebugPanel writes to.
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```csharp
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public static class CameraDiagnostics
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{
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public static bool UseRetailChaseCamera { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_RETAIL_CHASE") == "1";
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public static bool AlignToSlope { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_CAMERA_ALIGN_SLOPE") != "0";
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public static float TranslationStiffness { get; set; } = 0.45f;
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public static float RotationStiffness { get; set; } = 0.45f;
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public static float MouseLowPassWindowSec { get; set; } = 0.25f;
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public static float CameraAdjustmentSpeed { get; set; } = 40.0f;
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}
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```
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Lives in `AcDream.Core` (math-relevant tunables don't need the GL/
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window dependency). Defaults match retail's `CameraManager` constructor
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(decomp lines 95957–95988).
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**`AcDream.App.Rendering.RetailChaseCamera : ICamera`** (new)
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The retail-faithful camera. Owns per-frame state:
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- `_velocityRing[5]` — 5-frame velocity history for the slope-align
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moving average. Matches retail's `old_velocities[5]`.
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- `_velocityCount` — ring fill level (0..5). Until full, average uses
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the actual count.
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- `_dampedEye` (Vector3) — current damped camera world position.
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- `_dampedForward` (Vector3, unit-length) — current damped look
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direction.
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- `_initialised` — first-frame snap flag.
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- `_lastMouseDeltaX`, `_lastMouseDeltaY`, `_lastFilterTimeSec` — mouse
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low-pass state.
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User-tunable properties (independent of `CameraDiagnostics` — those are
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global, these are per-camera-instance settings the controller can
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clamp):
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- `Distance` (default 2.61, clamp [2, 40]) — length of `viewer_offset`.
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- `Pitch` (default 0.291 rad ≈ 16.7°, clamp [-0.7, 1.4]) — angle of
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`viewer_offset` above the heading-frame XY plane.
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- `YawOffset` (default 0) — orbit offset added on top of player yaw
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when slope-align is off OR when running stationary.
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- `PivotHeight` (default 1.5 m) — height of look-at anchor above the
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player's feet.
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- `Aspect`, `FovY` (from `ICamera`).
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**`AcDream.App.Rendering.CameraController`** (existing, extended)
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Carries both `Chase` and `RetailChase`. `Active` reads the flag and
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returns whichever is selected. `EnterChaseMode(legacy, retail)` takes
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both at once and tracks them in parallel.
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### Data flow
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1. **Process start** → `CameraDiagnostics` static initialisers read env
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vars; defaults applied if env unset.
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2. **PlayerMode entry** (existing `EnterPlayerModeIfPossible` at
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`GameWindow.cs:9776`) — construct both cameras, hand to
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`CameraController.EnterChaseMode(legacy, retail)`.
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3. **Per-frame** (existing tick at `GameWindow.cs:6390`) — pass the
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same `playerPosition`, `playerYaw`, `playerVelocity`, `isOnGround`,
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`dt` to *both* cameras' `Update()`. Inactive camera stays warm so
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toggle swaps are instant.
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4. **View matrix** — renderer pulls `cameraController.Active.View`.
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5. **Translucency** — `RetailChaseCamera.PlayerTranslucency` is read
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after `Update()` and applied to the player entity (mechanism TBD
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during impl — see "Open implementation questions" below).
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6. **DebugPanel** — new "Chase camera" CollapsingHeader writes to
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`CameraDiagnostics` via `DebugVM` mirror properties; changes take
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effect on the next frame.
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## Math (the retail-faithful update loop)
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Per-frame inputs:
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- `playerPos` (Vector3, world coords; Z up)
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- `playerYaw` (radians; 0 = +X, π/2 = +Y)
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- `playerVelocity` (Vector3, world space; Z component nonzero on
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slopes)
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- `isOnGround` (bool; currently unused but accepted for parity with
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the legacy camera signature — may be used for an extra-damping branch
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in a future iteration)
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- `dt` (seconds since last frame)
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**Step 1 — velocity history.** FIFO-push `playerVelocity` into
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`_velocityRing`. Bump `_velocityCount` to min(count+1, 5).
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**Step 2 — averaged velocity.**
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```
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avgVel = sum(_velocityRing[0.._velocityCount]) / _velocityCount
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```
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**Step 3 — heading vector.**
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```
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if CameraDiagnostics.AlignToSlope and ‖avgVel‖² > 1e-4:
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heading = normalize(avgVel) # tilts with terrain
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else:
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yaw = playerYaw + YawOffset
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heading = (cos(yaw), sin(yaw), 0) # flat fallback
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```
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Matches retail's `target_status & ALIGN_WITH_PLANE` branch (decomp
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:95644-95795) with the contact-plane fallback collapsed into the
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flat-fallback path (we don't have `contact_plane.N` exposed yet; the
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flat fallback is visually indistinguishable in the stationary case).
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**Step 4 — orthonormal basis** (heading-frame, slope-tilted):
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```
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forward = heading
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if |forward.Z| > 0.99: # heading is near-vertical (rare; airborne edge case)
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right = normalize(cross(forward, (1,0,0))) # use world +X as a tilt reference
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else:
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right = normalize(cross(forward, (0,0,1))) # standard
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up = cross(right, forward) # already unit (forward + right orthonormal)
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```
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**Step 5 — target pose.**
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```
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pivotWorld = playerPos + (0, 0, PivotHeight)
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viewer_offset = (0, -Distance*cos(Pitch), Distance*sin(Pitch)) # (right, forward, up) local
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targetEye = pivotWorld
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+ right * viewer_offset.X
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+ forward * viewer_offset.Y
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+ up * viewer_offset.Z
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targetForward = normalize(pivotWorld - targetEye) # camera looks at pivot
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```
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The `viewer_offset` parameterization matches retail's default `(0,
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-2.5·scale, 0.75·scale)` when `Distance ≈ 2.61` and `Pitch ≈ 16.7°`
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(0.291 rad).
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**Step 6 — exponential damping** (two independent decay rates):
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```
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tAlpha = clamp(CameraDiagnostics.TranslationStiffness * dt * 10, 0, 1)
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rAlpha = clamp(CameraDiagnostics.RotationStiffness * dt * 10, 0, 1)
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if not _initialised:
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_dampedEye = targetEye
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_dampedForward = targetForward
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_initialised = true
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else:
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_dampedEye = lerp(_dampedEye, targetEye, tAlpha)
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_dampedForward = normalize(lerp(_dampedForward, targetForward, rAlpha))
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```
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The normalized lerp of the forward unit vector is the standard
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small-step equivalent of quaternion slerp; at `rAlpha ≤ ~0.1` per frame
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(the working range) the difference from `Quaternion.Slerp` is below
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floating-point noise. This preserves retail's *independent*
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translation/rotation rates without quaternion handedness pitfalls.
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**Step 7 — view matrix.**
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```
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Position = _dampedEye
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View = Matrix4x4.CreateLookAt(_dampedEye, _dampedEye + _dampedForward, (0,0,1))
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```
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The `up` reference passed to `CreateLookAt` is the world up, not the
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heading-frame up. This produces a camera that always has the horizon
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horizontal on screen — matches retail (the camera basis tilts pitch,
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but the screen's "up" stays world-up).
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**Step 8 — mouse low-pass filter** (separate entry point;
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`FilterMouseDelta(rawX, rawY, weight) → (outX, outY)`):
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```
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nowSec = stopwatch elapsed seconds
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if nowSec - _lastFilterTimeSec < CameraDiagnostics.MouseLowPassWindowSec:
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avgX = (_lastMouseDeltaX + rawX) * 0.5
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avgY = (_lastMouseDeltaY + rawY) * 0.5
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else:
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avgX = rawX
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avgY = rawY
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outX = rawX * (1 - weight) + avgX * weight # weight typically 0.5
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outY = rawY * (1 - weight) + avgY * weight
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_lastMouseDeltaX = outX
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_lastMouseDeltaY = outY
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_lastFilterTimeSec = nowSec
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```
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Matches retail's `CameraSet::FilterMouseInput` (decomp :96250-96279).
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GameWindow's mouse-move handler calls this before feeding `dy` to
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`AdjustPitch` / `dx` to `YawOffset`.
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**Step 9 — auto-fade translucency.**
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```
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d = distance(_dampedEye, pivotWorld)
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if d >= 0.45: PlayerTranslucency = 0.0
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elif d > 0.20: PlayerTranslucency = 1 - (0.20 - d) / (0.20 - 0.45)
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else: PlayerTranslucency = 1.0
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```
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Matches retail's `CameraSet::UpdateCamera` distance check
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(decomp :97703-97725). Reading this property at 0 produces a fully
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opaque player; at 1 fully invisible. GameWindow applies it to the
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player entity's render path (see implementation question Q1).
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## Continuous-key offset integration
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Retail integrates `viewer_offset += FlagsToVector(held_keys) * dt`
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each frame for Closer/Farther/Raise/Lower as held keys. Since
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acdream's existing input scheme is mouse-wheel = zoom (`AdjustDistance`)
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and RMB-orbit-mouse-Y = pitch (`AdjustPitch`), we don't have keyboard
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bindings for these.
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This spec adds four `InputAction`s, all default-unbound (no retail
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keymap entries for them yet — users wire them in Settings if wanted):
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- `CameraZoomIn` — `Distance -= adjSpeed * dt`
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- `CameraZoomOut` — `Distance += adjSpeed * dt`
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- `CameraRaise` — `Pitch += adjSpeed * dt * 0.02` (smaller multiplier; pitch in radians)
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- `CameraLower` — `Pitch -= adjSpeed * dt * 0.02`
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The wheel-driven `AdjustDistance(step)` and the RMB-mouse-Y-driven
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`AdjustPitch(delta)` keep working unchanged. The damping in step 6
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makes the discrete step from a wheel scroll feel smooth automatically.
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## DebugPanel UI
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New CollapsingHeader **"Chase camera"** in `DebugPanel.cs`, sitting
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between "Player Info" and "Performance", defaults open. Renders six
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controls bound to `DebugVM` mirror properties:
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```
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[ ] Use retail chase camera [env: ACDREAM_RETAIL_CHASE]
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[x] Align to slope [env: ACDREAM_CAMERA_ALIGN_SLOPE]
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Translation stiffness [====|====] 0.45 (slider 0.05 .. 1.0, step 0.01)
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Rotation stiffness [====|====] 0.45 (slider 0.05 .. 1.0, step 0.01)
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Mouse low-pass window [==|======] 0.25 s (slider 0.0 .. 0.5, step 0.01)
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Adjustment speed [=====|===] 40.0 (slider 10 .. 80, step 1)
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```
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`DebugVM` gets six new properties, each forwarding to a
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`CameraDiagnostics` static, matching the `ProbeResolveEnabled` mirror
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pattern.
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`IPanelRenderer` may need a `SliderFloat(label, ref value, min, max)`
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method if not already present. The ImGui backend wraps
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`ImGui.SliderFloat`; tests use a stub renderer.
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## Files touched
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**New:**
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- `src/AcDream.Core/Rendering/CameraDiagnostics.cs` — static tunable owner.
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- `src/AcDream.App/Rendering/RetailChaseCamera.cs` — the camera class.
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- `tests/AcDream.Core.Tests/Rendering/CameraDiagnosticsTests.cs` — env-var parse + setter passthrough.
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- `tests/AcDream.Core.Tests/Rendering/RetailChaseCameraTests.cs` — math + damping + low-pass + fade tests.
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**Modified:**
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- `src/AcDream.App/Rendering/CameraController.cs` — carry both cameras, swap on flag.
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- `src/AcDream.App/Rendering/GameWindow.cs` — construct both at chase-entry; update both per frame; route mouse low-pass; apply `PlayerTranslucency`. ~30 LOC of new code spread across existing chase-camera call sites, no new feature body.
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- `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs` — six new mirror properties.
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- `src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs` — new CollapsingHeader.
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- `src/AcDream.UI.Abstractions/Input/InputAction.cs` (or wherever the enum lives) — four new actions.
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(Possibly: `src/AcDream.UI.Abstractions/Panels/IPanelRenderer.cs` if
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`SliderFloat` doesn't exist there yet.)
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If a new namespace `AcDream.Core.Rendering` doesn't exist, it's created
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fresh. `AcDream.Core` does not currently reference any GL/window/Silk
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types, so adding `CameraDiagnostics` (pure floats + bools) does not
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violate the layering rule (CLAUDE.md §"Code Structure Rules" rule 2).
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## Tests
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Five test groups in `RetailChaseCameraTests`:
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**1. Heading-source fallbacks** — verify the slope-align toggle and
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the small-velocity fallback:
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- `StationaryAlignToSlope_HeadingMatchesPlayerYaw` — zero velocity →
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heading vector ≈ `(cos yaw, sin yaw, 0)`.
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- `MovingHorizontal_HeadingMatchesVelocity` — sustained `(1, 0, 0)`
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velocity over 5 frames → heading ≈ `(1, 0, 0)`.
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- `MovingUphill_HeadingHasPositiveZ` — velocity `(1, 0, 0.5)` over 5
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frames → `heading.Z > 0`.
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- `SlopeAlignDisabled_IgnoresVelocity` — heading always falls back to
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flat yaw vector regardless of velocity.
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**2. 5-frame averaging** — verify the ring buffer:
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- `VelocityRing_AveragesLastN` — feed `[(1,0,0), (1,0,0), (2,0,0),
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(2,0,0), (3,0,0)]`, expect avg `(1.8, 0, 0)`.
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- `VelocityRing_FifoEvictsOldest` — feed 6 entries, ring still holds 5
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with the first evicted.
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- `VelocityRing_PartialFillUsesActualCount` — feed 2 entries, avg
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divides by 2 not 5.
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**3. Damping** — verify alpha formula + first-frame snap + lerp:
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- `DampingAlpha_AtRetailDefault_ProducesSevenAndAHalfPercent` —
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stiffness=0.45, dt=1/60 → alpha ≈ 0.075.
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- `DampingAlpha_LargeDtClampsToOne` — stiffness=0.45, dt=1 → alpha = 1.
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- `FirstUpdate_SnapsToTarget` — initial Update with no prior state
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sets `_dampedEye = targetEye` exactly (no damping from a stale (0,0,0)).
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- `SecondUpdate_LerpsTowardTarget` — initial pose A, target pose B,
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alpha=0.5 → position = A + 0.5·(B-A).
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**4. Mouse low-pass** — verify averaging window:
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- `MouseDelta_WithinWindow_BlendedWithPrevious` — feed delta=10 at
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t=0, delta=20 at t=0.1 (window=0.25) → second output averages with
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the first.
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- `MouseDelta_BeyondWindow_PassesThrough` — feed delta=10 at t=0,
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delta=20 at t=0.5 → second output is unmodified.
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- `MouseDelta_WeightZero_OutputsRaw` — weight=0 → output = raw
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regardless of history.
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- `MouseDelta_WeightOne_OutputsAveraged` — weight=1 within window →
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output = average.
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**5. Auto-fade** — verify the linear ramp constants:
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- `Translucency_DistanceFar_IsZero` — d ≥ 0.45 → t = 0.
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- `Translucency_DistanceMid_RampsLinearly` — d=0.325 (midpoint) →
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t = 0.5.
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- `Translucency_DistanceNear_IsOne` — d ≤ 0.20 → t = 1.
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- `Translucency_AtThreshold_IsExact` — d = 0.45 → t = 0; d = 0.20 → t = 1.
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Plus a small `CameraDiagnosticsTests` covering env-var parsing
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(`UseRetailChaseCamera=1` reads as true, default false; `AlignToSlope=0`
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reads as false, default true).
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No visual / integration test; visual feel is the manual acceptance
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test (see below).
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## Acceptance criteria
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1. `dotnet build` green.
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2. `dotnet test` green, with new tests covering the math above.
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3. With `ACDREAM_RETAIL_CHASE=1` set (or the dev-tools toggle flipped
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on), running the client + walking in Holtburg produces noticeably
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smoother camera motion than the legacy camera: visible lag when
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turning, visible coast-and-settle when stopping, visible
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tilt-with-terrain on hill crests.
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4. With the toggle OFF, behavior is identical to before this change
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(legacy `ChaseCamera` untouched).
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5. Toggling the switch at runtime swaps cameras without snapping or
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crashing; the newly-active camera takes a few frames to ease into
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||
place from the warm state of the inactive camera.
|
||
6. Jumping with retail mode on produces the "see yourself rise above
|
||
the camera" feedback *without* the `_trackedZ` hack — the existing
|
||
hack stays in `ChaseCamera` (legacy) untouched.
|
||
|
||
## Open implementation questions
|
||
|
||
The plan resolves these before coding:
|
||
|
||
**Q1: Where does `PlayerTranslucency` apply?**
|
||
The retail call is `CPhysicsObj::SetTranslucencyHierarchical(player, t)`.
|
||
Need to find the acdream equivalent — likely a property on `WorldEntity`
|
||
or its mesh-batch metadata. If absent, the plan adds a minimal
|
||
`Translucency` property and threads it through the render path. If
|
||
the change to `WorldEntity` is more than ~20 LOC, the auto-fade feature
|
||
ships in a follow-up commit rather than blocking the main toggle.
|
||
|
||
**Q2: Where does the player's world velocity come from?**
|
||
`PlayerMovementController` has `BodyVelocity` (Vector3) at line 155.
|
||
The chase-camera update call site at `GameWindow.cs:6390` already
|
||
holds a reference to `_playerController`; threading `playerController.
|
||
BodyVelocity` into the `RetailChaseCamera.Update` call is one extra
|
||
argument. Confirm during impl.
|
||
|
||
**Q3: `IPanelRenderer.SliderFloat`?**
|
||
Quick check during impl — if not present, add it to
|
||
`IPanelRenderer` + `ImGuiPanelRenderer` (one-line each).
|
||
|
||
## Out of scope / future work
|
||
|
||
- **First-person ("InHead") mode toggle.** Retail's `SetInHead`
|
||
collapses `viewer_offset` to `(0, 0.18, 0)`. We don't have a first-
|
||
person mode yet; out of scope.
|
||
- **Look-down mode (`ToggleLookDown`)** — retail's "look down at floor"
|
||
mode for inventory drag/drop. Out of scope.
|
||
- **Map mode (`ToggleMapMode`)** — retail's "top-down map view." Out
|
||
of scope.
|
||
- **Camera-vs-world collision.** Retail's per-frame update doesn't
|
||
raycast world geometry (see investigation report 2026-05-18 in chat).
|
||
The auto-fade handles "camera passes through player"; we don't
|
||
attempt "camera collides with wall" — same as retail.
|
||
- **Making retail the default.** Default stays off in this spec; flip
|
||
in a follow-up commit after visual verification.
|
||
- **Deleting legacy `ChaseCamera`.** Stays around for A/B comparison
|
||
until retail mode is proven and made default; then a single
|
||
cleanup commit deletes it + the `_trackedZ` hack.
|
||
|
||
## References
|
||
|
||
- **Retail decomp:** `docs/research/named-retail/acclient_2013_pseudo_c.txt`
|
||
lines 95505 (`CameraManager::UpdateCamera`), 97643
|
||
(`CameraSet::UpdateCamera`), 95957 (`CameraManager` constructor),
|
||
97916 (`CameraSet::SetDefaultOffsets`), 96250
|
||
(`CameraSet::FilterMouseInput`), 97103 (`CameraSet::Rotate`), 97350
|
||
(`CameraSet::Closer`).
|
||
- **Retail symbols:** `docs/research/named-retail/symbols.json` —
|
||
search for `CameraManager` / `CameraSet`.
|
||
- **Investigation report:** chat transcript 2026-05-18 (the brainstorm
|
||
preceding this spec).
|
||
- **Existing legacy:** `src/AcDream.App/Rendering/ChaseCamera.cs`.
|
||
- **Diagnostic owner pattern:**
|
||
`src/AcDream.Core/Physics/PhysicsDiagnostics.cs`.
|