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

4.1 KiB
Raw Blame History

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 TickApplyOrbitCamera 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.