feat(camera): first-person view at Link's eyes #2567
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Delete branch "kafasam/first-person"
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A walk-around first-person view as a row in the Insert menu's Controls tab (option 57,
first_personin hookshot_options.ini;HOS_FIRST_PERSON=1for one run), with two live sliders beside it — First person height (option 58, 0.5 to 2.5 m over Link's origin, default 1.5) and First person offset (option 59, 0 to 1 m along the view, default 0.15), both read every frame and persisted.It is a constrained free camera rather than a camera patch: the shipped free camera's hook in the shared view-matrix routine (
f_804e48c0,patch_view) already replaces the gameplay view's matrix after the game stores it, and the game's own frustum culling reads the replacement back the same frame.hos_first_person(c, view)beside it takes the frame's eye→target direction (yaw, pitch, mouse and lock-on easing all keep working — no angle math, no feedback loop into the camera FSM) and moves the eye to the player actor's origin plus the slider height, a small forward offset, and a rest-tilt correction toward level (HOS_FP_PITCH, 0.12 rad, clamped at the camera's own up limit). The camera pointer comes from thef_80644c80hook mouse_native.c publishes; liveness is the camera hook's flag consumed by the view hook, plus the event-playing test, so cutscenes, shops and the game's own aim camera take the view back untouched — the aim's own view passes through this same routine and ours stands down before anything is written.Known limits (readme documents them too): the view inherits the game's camera angles; the eye is not checked against walls; targeting/climb/swim states step out to third person until they pass; a recentering (the Z tap) holds the view briefly rather than pop. The aim (slingshot, bow, hookshot) and guard holds, the head hide and further view work continue on a local branch and will follow as their own commits once they feel right in play.
Option ids 57-59: past main's FOV 51 and the 52-56 that the open sprint, view-distance and keyboard PRs claim (#2604, #2669, #2530) — renumbered from the earlier 47/52/53 drafts as those were taken while this was in review.
Tests: test_first_person_anchor / _options / _view and test_mouse_native (the fixture compiles the view host against a fake guest and drives apply, sliders, hold, aim stand-down and pitch clamp). Single-commit-per-concern history on current main; no other PR's changes carried. Off by default.
Since the workflows haven't run, I merged this into current main and ran tests/run_all.py: 429 passed and 1 failed. The failure is tests/test_lift_cache.py, which fails on main here too. test_first_person_anchor/options/view and test_mouse_native pass. The row is off by default and the hook stands down for other cameras, events and the free camera, so players who don't turn it on aren't at risk.
What blocks it:
feat(camera): first-person view at Link's eyeswould pass, and CI then needs maintainer approval to run.first person: the view at Link's eyes, as a menu optionto feat(camera): first-person view at Link's eyesThanks for the thorough review — running the suite yourself on a merge is above and beyond. All four addressed:
feat(camera): first-person view at Link's eyes.option 47in host/hos_first_person.c:91 is fixed in f3adcba0 too.