acdream/src/AcDream.App/Rendering/ICameraCollisionProbe.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

31 lines
1.6 KiB
C#

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