fix(client): cutaway cuts the camera-character sightline corridor, not a proximity dome (T-1088)

Live-session finding: the half-disc cut bit nearby side walls while leaving
the wall actually occluding the character at full height, with dome-contour
scallops across the two-row walls. Rewritten as a sightline corridor: walls
within CUT_CORRIDOR_HALF_W of the character's x, camera-side, out to a
pitch-derived reach (WALL_H / tan(pitch) — how far a wall can still occlude
in ortho; ~4.3 m at -30, breathes with the T-cycle tilt) drop to the stub.
FollowCamera3D exposes pitch_deg(); reach clamped 0.5-16 m.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 19:01:49 +02:00
co-authored by Claude Fable 5
parent b09a50efbf
commit 2db7dd25e1
7 changed files with 111 additions and 38 deletions
+5 -4
View File
@@ -19,10 +19,11 @@ const SUBTILE_M := 0.5
const WALL_H := 2.5
## Cutaway stub height (m) camera-side walls drop to.
const CUT_HEIGHT := 0.75
## Cutaway half-disc radius (m) around the character.
const CUT_RADIUS := 5.0
## Cutaway smoothstep falloff band (m) at the disc edge.
const CUT_BAND := 1.5
## Cutaway sightline-corridor half-width (m) — character is 1 subtile wide;
## this covers them plus margin. Corridor length is pitch-derived per frame.
const CUT_CORRIDOR_HALF_W := 1.4
## Cutaway smoothstep falloff band (m) at the corridor edges.
const CUT_BAND := 0.75
# -- Locomotion interpolation (design §4) --------------------------------------