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>
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@@ -5,33 +5,34 @@ render_mode diffuse_lambert, specular_disabled;
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// proto-production.
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//
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// COLOR-multiplied albedo (same four-state tint contract as the floor shader)
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// plus a smoothstep height cut: a half-disc of camera-side wall around the
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// character drops to a CUT_HEIGHT stub with smooth radial falloff — the
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// Xenonauts read, minus per-building logic the greybox doesn't have. The
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// cutaway cuts RENDER HEIGHT; the tint gates KNOWLEDGE — independent factors,
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// so remembered walls can be cut too (the player's camera doesn't care what the
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// character currently sees). Open box tops are acceptable greybox fidelity;
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// ghost band / dither / capping are named polish on this same shader.
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// plus a smoothstep height cut along the CAMERA->CHARACTER SIGHTLINE CORRIDOR:
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// walls inside the corridor drop to a CUT_HEIGHT stub — the Xenonauts read,
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// aligned to what actually occludes the character (the earlier proximity dome
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// bit side walls while leaving the occluding wall standing). The cutaway cuts
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// RENDER HEIGHT; the tint gates KNOWLEDGE — independent factors, so remembered
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// walls can be cut too. Open box tops are acceptable greybox fidelity; ghost
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// band / dither / capping are named polish on this same shader.
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//
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// u_char_pos_xz is the rig's INTERPOLATED world XZ, pushed once per frame
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// (GreyboxWorld.set_cutaway_char_pos) — the cut zone glides with the character,
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// so spatial smoothstep becomes temporal smoothness. Parked far away by default:
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// no cut until the first push.
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// Corridor geometry (world space — the camera has yaw 0 and looks world -Z;
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// the diamond view is WorldRoot's 45 deg rotation, never the camera's, D-148):
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// the ground projection of the camera->character sightline is the +Z half-line
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// at the character's x. A wall occludes the character only within
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// |to_wall.x| < corridor half-width AND 0 < to_wall.y < reach, where reach is
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// pitch-derived (a WALL_H wall can occlude someone at most WALL_H / tan(pitch)
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// away in ortho): ~4.3 m at the -30 deg gameplay preset, long at -5 frontal,
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// near-zero at -80 overhead. u_char_pos_xz + u_cut_reach are pushed per frame
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// (GreyboxWorld.set_cutaway_char_pos) so the corridor glides with the character
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// and breathes with the tilt. Parked far away by default: no cut until pushed.
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//
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// Camera-side predicate: the camera has yaw 0 and looks world -Z (the diamond
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// view is WorldRoot's 45 deg rotation, never the camera's — D-148), so camera
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// ground-forward is the constant vec2(0, -1) in world space. A wall fragment
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// sits between camera and character when to_wall.y > 0; the test runs in world
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// space, so it stays correct under the WorldRoot rotation.
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//
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// Geometry uniforms default to the SandboxConstants values; GreyboxWorld pushes
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// Static uniforms default to the SandboxConstants values; GreyboxWorld pushes
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// them at material build so SandboxConstants stays the single source (§12).
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uniform vec2 u_char_pos_xz = vec2(1000000.0, 1000000.0);
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uniform float u_wall_h = 2.5; // SandboxConstants.WALL_H
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uniform float u_cut_height = 0.75; // SandboxConstants.CUT_HEIGHT — the stub
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uniform float u_cut_radius = 5.0; // SandboxConstants.CUT_RADIUS — half-disc radius
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uniform float u_cut_band = 1.5; // SandboxConstants.CUT_BAND — radial falloff band
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uniform float u_wall_h = 2.5; // SandboxConstants.WALL_H
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uniform float u_cut_height = 0.75; // SandboxConstants.CUT_HEIGHT — the stub
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uniform float u_corridor_half_w = 1.4; // SandboxConstants.CUT_CORRIDOR_HALF_W
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uniform float u_cut_band = 0.75; // SandboxConstants.CUT_BAND — falloff band
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uniform float u_cut_reach = 4.4; // per-frame: WALL_H / tan(camera pitch)
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uniform vec3 u_base_albedo : source_color = vec3(0.66, 0.64, 0.60);
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varying vec3 v_world_pos;
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@@ -43,12 +44,13 @@ void vertex() {
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void fragment() {
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vec2 to_wall = v_world_pos.xz - u_char_pos_xz;
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// Soft camera-side gate: fully cut from 0.75 m on the camera side of the
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// character, fully solid from 0.25 m on the far side — no hard seam.
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float side_f = smoothstep(-0.25, 0.75, to_wall.y);
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// Radial falloff: full cut inside (radius - band), fading to none at radius.
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float rad_f = 1.0 - smoothstep(u_cut_radius - u_cut_band, u_cut_radius, length(to_wall));
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float allowed = mix(u_wall_h, u_cut_height, side_f * rad_f);
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// Lateral gate: full cut inside (half_w - band), fading to none at half_w.
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float lateral = 1.0 - smoothstep(u_corridor_half_w - u_cut_band, u_corridor_half_w, abs(to_wall.x));
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// Near gate: soft start just behind the character (no hard seam at their feet).
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float near_f = smoothstep(-0.25, 0.75, to_wall.y);
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// Far gate: corridor ends where a WALL_H wall can no longer occlude.
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float far_f = 1.0 - smoothstep(u_cut_reach, u_cut_reach + u_cut_band, to_wall.y);
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float allowed = mix(u_wall_h, u_cut_height, lateral * near_f * far_f);
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if (v_world_pos.y > allowed) {
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discard;
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}
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