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1 Commits
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Fix camera flip bugs, refactor camera (#11)
* Fix 180-degree camera flip when exiting sub-worlds without cam anim When returning from sub-worlds (jukebox, hospital exterior, etc.) with 3rd person camera active, the camera/player flipped 180 degrees. This happened because SpawnPlayer calls Enter() → TurnAround() before PlaceActor(), and PlaceActor overwrites the ROI direction with the path's standard convention (z = forward). For spawn points with cam anims, OnCamAnimEnd corrected this, but spawn points with m_location=0 (like jukebox exterior) had no correction. Replace m_roiUnflipped with m_needsDirectionFlip flag that tracks world transitions. OnWorldEnabled sets the flag, and the first Tick after PlaceActor completes flips the ROI to backward-z and re-setups the camera. ReinitForCharacter now always flips the ROI direction, handling both Disable→Enable toggles and enabling 3rd person after a 1st-person spawn. https://claude.ai/code/session_01NQ9vy9Qr3aH6LNsRNLEEtY * Fix camera flip regressions for vehicle exit and world transitions The unconditional ROI flip in ReinitForCharacter caused a 180-degree flip when exiting vehicles (Enter's TurnAround follows and double-flips). Restore conditional flip using m_roiUnflipped, but now also set it in OnWorldEnabled (even when disabled) so cold-enabling 3rd person after a world transition correctly flips from PlaceActor's forward-z. Key changes: - Remove m_roiUnflipped clearing from OnActorEnter: Enter() is always followed by PlaceActor which overwrites the ROI, so clearing the flag prematurely caused the cold-enable case to miss the needed flip. - Add orbit camera override in OnActorEnter during world transitions (m_needsDirectionFlip && m_active) to suppress the 1st-person camera flash from Enter's TransformPointOfView. - Clear m_roiUnflipped in OnCamAnimEnd alongside m_needsDirectionFlip, since the cam anim's PlaceActor + flip handles the correction. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Defer orbit camera setup during world transition loading freeze Remove the premature SetupCamera call from OnActorEnter's world transition path. The stale orbit camera view (computed before PlaceActor runs) would freeze on screen during the ~500ms world load, appearing as a wrong-direction flash. The Tick correction after PlaceActor now handles the initial orbit camera setup at the correct position. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Skip orbit camera while cam anim is running to prevent actor glitch When a cam anim plays with 3rd-person camera active, ApplyOrbitCamera was fighting the cam anim each frame. If the cam anim was interrupted (space bar), its end handler read the ViewROI position — which was set by our orbit camera (elevated, behind player) — and placed the actor at that position, causing it to glitch into the air. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add documentation for ROI direction conventions and camera corrections Documents the forward-z vs backward-z conventions, all code paths that require direction correction, and the flags that coordinate them. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Refactor 3rd-person camera from backward-z to forward-z convention Switch the orbit camera to use forward-z (matching PlaceActor's native output), eliminating all FlipROIDirection/TurnAround corrections. The display clone flips to backward-z when syncing from the native ROI so character meshes face correctly. Use actor state (c_disabled) instead of m_animRunning to guard against cam anim conflicts, allowing the orbit camera to resume as soon as the player is released. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Reset orbit camera position on world re-entry Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Remove ShouldInvertMovement and update documentation * Remove header |