acdream/src/AcDream.Core/Physics/ResolveResult.cs
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

37 lines
1.7 KiB
C#

using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Result of <see cref="PhysicsEngine.Resolve"/>: the validated
/// position after collision, the cell the entity ended up in,
/// and whether they're standing on a surface.
///
/// <para>
/// L.3a (2026-04-30): added optional collision-normal fields so the
/// caller (typically <see cref="AcDream.App.Input.PlayerMovementController"/>)
/// can apply retail's velocity-reflection bounce
/// (<c>v_new = v - (1 + elasticity) * dot(v, n) * n</c>) to the
/// PhysicsBody after the geometric resolve completes. ACE port mirror:
/// <c>references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2692-2697</c>;
/// retail equivalent: <c>CPhysicsObj::handle_all_collisions</c> at
/// <c>acclient_2013_pseudo_c.txt:282699-282715</c>.
/// </para>
/// </summary>
public readonly record struct ResolveResult(
Vector3 Position,
uint CellId,
bool IsOnGround,
/// <summary>True when a wall collision occurred during this resolve
/// and <see cref="CollisionNormal"/> is meaningful.</summary>
bool CollisionNormalValid = false,
/// <summary>Outward surface normal of the wall the sphere hit. Used
/// by the velocity-reflection step. Pointing away from the wall.</summary>
Vector3 CollisionNormal = default,
/// <summary>Render Residual A — whether the underlying
/// <c>FindTransitionalPosition</c> found a valid position (retail
/// <c>find_valid_position != 0</c>, pc:273898). False when the sweep had no
/// start cell or was immediately stuck. The camera <c>SweepEye</c> reads this
/// to trigger <c>SmartBox::update_viewer</c>'s fallbacks. Default <c>true</c>
/// so existing callers are unaffected.</summary>
bool Ok = true);