Files
chameleon/Assets/Scripts/SmoothedLook.cs
T
adminandClaude Fable 5 2243cc823e Refactor: extract shared helpers across scripts, trim remaining doc redundancy
Deduplication pass (44 extractions):
- New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding
  (FirstPersonController, FreeCamController)
- New CharacterTeleport: disable-CC-around-teleport idiom (rescue,
  owner position apply, free-cam sync)
- New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment
  meter/volume, skinned collider baker)
- Paint family: canonical map read/write shared between Net and
  Persistence, snapshot decode, backend stroke dispatch, RebuildBackend,
  ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs
  aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider
- Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled,
  InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to
  ComputeResolutionFreeze, FingerIK TryInPlaneAngle
- Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes,
  RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud
  GUIStyle cache, HsvColorPicker rehook, VoxelCenter

Documentation pass: remove 6 triplicated doc blocks and 2 restating
inline comments left after the previous reduction.

Behavior-neutral; hot-path rasterizer loops intentionally untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 12:33:48 +02:00

63 lines
2.4 KiB
C#

using UnityEngine;
/// <summary>
/// Mouse-look yaw/pitch accumulator with optional SmoothDampAngle smoothing, shared by the
/// first-person and freecam rigs. <see cref="Tick"/> accumulates a scaled mouse delta into the
/// target angles and advances the smoothed display angles; <see cref="SyncTo"/> seeds everything
/// from an existing rotation so going live produces no visible jump.
/// </summary>
public struct SmoothedLook
{
float _yaw; // look target (raw input accumulates here)
float _pitch;
float _displayYaw; // smoothed value actually applied to the transform
float _displayPitch;
float _yawSmoothRef;
float _pitchSmoothRef;
/// <summary>Smoothed yaw shown this frame (drives the body's facing in first person).</summary>
public float DisplayYaw => _displayYaw;
/// <summary>Rotation composed from the smoothed display angles.</summary>
public Quaternion Rotation => Quaternion.Euler(_displayPitch, _displayYaw, 0f);
/// <summary>Accumulates one frame of look input and advances the smoothed display angles.</summary>
public void Tick(Vector2 scaledDelta, float hSens, float vSens, bool invertY, float maxPitch, float smoothTime)
{
_yaw += scaledDelta.x * hSens;
float vs = vSens * (invertY ? 1f : -1f);
_pitch = Mathf.Clamp(_pitch + scaledDelta.y * vs, -maxPitch, maxPitch);
if (smoothTime > 0f)
{
// SmoothDampAngle is frame-rate-independent and wraps yaw correctly.
_displayYaw = Mathf.SmoothDampAngle(_displayYaw, _yaw, ref _yawSmoothRef, smoothTime);
_displayPitch = Mathf.SmoothDampAngle(_displayPitch, _pitch, ref _pitchSmoothRef, smoothTime);
}
else
{
_displayYaw = _yaw;
_displayPitch = _pitch;
}
}
/// <summary>Seeds the look angles from an existing rotation, then snaps the smoothed state to them.</summary>
public void SyncTo(Quaternion rotation, float maxPitch)
{
Vector3 e = rotation.eulerAngles;
_yaw = e.y;
float p = e.x > 180f ? e.x - 360f : e.x;
_pitch = Mathf.Clamp(p, -maxPitch, maxPitch);
Snap();
}
/// <summary>Snaps the smoothed state to the current targets so entering never lags/jumps to catch up.</summary>
public void Snap()
{
_displayYaw = _yaw;
_displayPitch = _pitch;
_yawSmoothRef = 0f;
_pitchSmoothRef = 0f;
}
}