isle-portable/extensions/docs/multiplayer/roi-direction-conventions.md
foxtacles fe5ef4f9a5
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
2026-03-10 01:15:22 +01:00

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# ROI Direction Conventions & Third-Person Camera
## Background: The Two Z-Axis Conventions
The game engine represents an actor's facing direction via the z-axis of its ROI
(Real-time Object Instance) local-to-world transform. Two opposite conventions
exist throughout the codebase:
| Convention | ROI z-axis points... | Used by |
|----------------|--------------------------|--------------------------------------------------------|
| **forward-z** | Toward visual forward | `PlaceActor` (with `m_cameraFlag=TRUE`), cam anim end |
| **backward-z** | Away from visual forward | After `Enter()`'s `TurnAround()`, vehicle ROIs |
Toggling between conventions is done by `IslePathActor::TurnAround` (or the
local `FlipMatrixDirection` helper): negate the z-axis and recompute the right
vector.
## Design Choice: Forward-Z
The third-person orbit camera uses **forward-z**, matching the convention that
`PlaceActor` naturally produces. This eliminates the need to flip the ROI
direction after every `PlaceActor` call.
`ComputeOrbitVectors` treats local Z+ as the character's visual forward and
places the camera at local Z (behind the character), looking toward +Z.
## Engine Behavior
The engine's actor lifecycle:
```
Enter()
→ ResetWorldTransform(TRUE) sets m_cameraFlag = TRUE
→ TurnAround() flips to backward-z
→ TransformPointOfView() sets 1st-person camera
PlaceActor() resets to forward-z ← what we use
```
`PlaceActor` always produces forward-z (when `m_cameraFlag=TRUE`), which is
exactly what the orbit camera expects. No direction correction is needed after
`PlaceActor` runs.
## World Transition Timing
The one remaining complexity is timing during world transitions. The event order
is:
1. `OnWorldEnabled` fires (from `LegoWorld::Enable`, BEFORE `SpawnPlayer`)
2. `ReinitForCharacter` sets up the display ROI and marks `m_active = true`
3. `Enter()` fires `OnActorEnter` — ROI is at **stale position** from previous session
4. `PlaceActor` sets ROI to correct spawn position
5. First `Tick``ApplyOrbitCamera` sets the camera at the correct position
Between steps 3 and 5, the ROI position is stale. If we set up the orbit camera
in step 3, the stale view would freeze on screen during the ~500ms world load.
The `m_pendingWorldTransition` flag handles this: set in `OnWorldEnabled`,
it causes `OnActorEnter` and `ReinitForCharacter` to skip camera setup.
Cleared in the first `Tick` after `PlaceActor`, where `ApplyOrbitCamera`
naturally handles the camera. The orbit state (yaw, pitch, distance) is also
reset to defaults in `OnWorldEnabled`.
## Display Clone Direction
The native actor ROI is invisible in 3rd-person mode. A display clone renders
the character model instead. Character meshes face z, so the clone needs
backward-z to look correct. When syncing the clone's transform from the native
ROI (which is in forward-z), `Tick` negates the z-axis and recomputes the right
vector — the same operation as `TurnAround`.
This also affects the right vector (X-axis): forward-z and backward-z produce
opposite right vectors. The orbit yaw input is negated to compensate, keeping
drag-right = camera-moves-right.
## Cam Anim Interaction
While a cam anim locks the player (`GetActorState() == c_disabled`), two
things protect the orbit camera:
1. **Tick guard**: `ApplyOrbitCamera` is skipped so it doesn't fight the cam
anim's `TransformPointOfView`. Without this, the cam anim end handler would
read our elevated orbit camera position and place the actor in the air.
2. **`OnCamAnimEnd`**: When the cam anim releases the player (first space bar
interruption or natural end), this callback calls `SetupCamera` to restore
the orbit camera.
After the first interruption, the actor state resets to `c_initial` and the
orbit camera resumes immediately — even if `m_animRunning` is still true for
background animations playing in the world.
## Network Direction
The network protocol sends forward-z direction (visual forward). Remote players
negate the received direction to backward-z for their ROI, since character meshes
face z.