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>
31 lines
1.6 KiB
C#
31 lines
1.6 KiB
C#
using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Result of a camera spring-arm sweep: the collided eye position AND the cell the swept
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/// viewer-sphere ended in (retail <c>viewer_cell = sphere_path.curr_cell</c>, update_viewer
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/// pc:92871). The cell is graph-tracked by the transition — no AABB, no grace frames — so it
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/// is the robust per-frame "which cell is the camera in?" answer that roots the render.
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/// </summary>
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public readonly record struct CameraSweepResult(Vector3 Eye, uint ViewerCellId);
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/// <summary>
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/// Sweeps a small sphere from the camera pivot (player head) toward the
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/// desired eye and returns the stopped (non-penetrating) eye + its cell. The seam that
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/// lets <see cref="RetailChaseCamera"/> collide its eye without depending on
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/// the physics engine directly (and stay unit-testable with a fake).
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/// </summary>
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public interface ICameraCollisionProbe
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{
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/// <summary>
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/// Roll a collision sphere from <paramref name="pivot"/> to
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/// <paramref name="desiredEye"/>; return the position it reaches without
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/// penetrating geometry AND the cell it ended in. Mirrors retail
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/// <c>SmartBox::update_viewer</c>: when <paramref name="cellId"/> is indoor the
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/// sweep's start cell is seated at the pivot, and when there is no start cell or
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/// the sweep fails the eye snaps to <paramref name="playerPos"/> (retail
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/// <c>set_viewer(player_pos)</c>, viewer cell null).
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/// </summary>
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CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos);
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}
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