fix(physics): AD-66 relands — the push-out uses retail's bare radius; plant-then-lift complete (#341 closed)
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Third attempt, landed on evidence where the first two correctly refused: the ten-run stability gate passed 10/10 bit-identical (0x42667451, two clean-room cycles among the runs), the recalibrated golden's every value measured with derivations rather than guessed, and the historical measurement flip stands recorded as unexplained-but-unreproducible after 37 hunt runs plus these 10 found no divergence anywhere. The mechanism, completing the S4b byte-pin: validate_walkable plants the sphere at perpendicular r*N.z (byte-faithful, untouched); this push fires once per settle and lifts to tangent equilibrium dist=r, where the trigger goes quiet — retail's slope hover, arriving via the push exactly as the original substitution's own comment predicted retail had. Sabotage: restoring radius*N.z reddens the discriminating exact-value test verbatim. AD-65 conformance, the uphill no-flap guard, and the #331 absorb pin all green untouched. AD-66 retired (the campaign's last withheld row); AD-69's seam-frame correction deliberately unbundled, stays active as its own follow-up. Clean-room suite 11,267 / 4 / 0 — the suite's two AD-66 skips are gone. User's "port the retail pair" decision is now fully executed; the hover-look slope gate is the remaining acceptance. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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5 changed files with 134 additions and 51 deletions
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@ -171,6 +171,26 @@ public sealed class RuntimeRemoteUphillProgressTests
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/// writeback cleared <c>SLIDING</c>, so there is no persisted normal left
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/// to absorb against. The absorb needs a live latch, not a particular
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/// heading.</para>
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///
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/// <para><b>AD-66 recalibration, issue #341 (2026-08-08 reland).</b> With
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/// the bare-radius safety push live, the planted-but-not-yet-lifted spawn
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/// position (<c>latched</c> — <c>ValidateWalkable</c> plants the sphere
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/// at perpendicular distance <c>radius * Normal.Z</c> from the contact
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/// plane, byte-faithfully; see the block comment on
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/// <c>Transition.AdjustOffset</c>'s safety check) is no longer a fixed
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/// point of that check: <c>dist < radius - EPSILON</c> holds there, so
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/// the push fires. XY still latches EXACTLY — the absorbed up-slope
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/// offset still projects to zero on the pure cross-slope crease, and the
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/// push is a pure +Z addition — but Z is lifted ONCE, on the first of the
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/// five absorbed ticks, to tangent equilibrium (perpendicular distance ==
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/// the bare radius), then the trigger goes quiet for ticks 2-5 (the
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/// plant-then-lift mechanism: the PUSH supplies the one-time lift, not
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/// the plant, exactly as the original AD-66 comment argued). The lift is
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/// <c>r * (1/N.z - 1)</c> for <c>r = 0.48</c> (this harness's sphere
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/// radius) and <c>N.z = 1/sqrt(1 + 0.6^2) = 0.857493</c> (this ramp's
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/// normal, per the class doc comment); the #341 boundary hunt measured
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/// the resulting Z bit-identically 37/37 times (bits <c>0x42667451</c> =
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/// 57.6135902...), reconfirmed by this reland's own ten-run gate.</para>
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/// </summary>
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[Fact]
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public void AnExactlyUpSlopeOffsetIsAbsorbedByThePersistedSlidingNormal()
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@ -192,7 +212,23 @@ public sealed class RuntimeRemoteUphillProgressTests
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harness.Tick(5, ExactlyUpSlopeRootMotionPerTick);
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Assert.Equal(latched, body.Position);
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// AD-66 (#341): X and Y still latch EXACTLY — measured bit-for-bit
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// identical to `latched` (SingleToUInt32Bits equal) both during this
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// recalibration and across the reland's ten-run gate. Z no longer
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// latches: the bare-radius safety push fires once (see the class doc
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// comment above for the derivation) lifting the planted spawn
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// position to tangent equilibrium. The formula below reproduces the
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// measured value to within 4 decimal places — it differs from the
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// engine's actual step-by-step float computation by ~3 ULP, since
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// the real `dist` the engine measures is not bit-identical to the
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// idealized `radius * N.z` algebra — so the comparison uses the same
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// decimal-place tolerance as the rest of this class rather than an
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// exact bit compare. The exact measured bits, stable 37/37 in the
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// #341 boundary hunt and across this gate, are 0x42667451.
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Assert.Equal(latched.X, body.Position.X);
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Assert.Equal(latched.Y, body.Position.Y);
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float expectedLiftedZ = latched.Z + 0.48f * (1f / 0.857493f - 1f);
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Assert.Equal(expectedLiftedZ, body.Position.Z, 4);
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Assert.True((body.TransientState & TransientStateFlags.Sliding) != 0);
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// One ordinary off-gradient tick is itself absorbed — the crease is the
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@ -204,11 +240,30 @@ public sealed class RuntimeRemoteUphillProgressTests
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Assert.True(
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body.Position.X > latched.X,
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$"the cross-slope component was absorbed too (pos {body.Position})");
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// Post-off-gradient Z (AD-66/#341): this successful step re-plants
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// the body via ValidateWalkable at the NEW ground contact point,
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// undoing the transient lift — the one-time push does not carry
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// forward across a re-plant. The step only moved X (Y is unchanged
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// by the same cross-slope-only crease as above), and this ramp's
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// height depends on Y alone (RemoteRampHarness.Ramp's heightmap
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// varies only with y), so the freshly-planted resting Z at the same
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// Y is the SAME planted distance (radius * Normal.Z) as the original
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// `latched.Z`. Measured 57.53382 against latched.Z's 57.53383, a
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// ~1e-5 difference from the resolve pipeline's own floating-point
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// accumulation — comfortably inside the existing 4-decimal-place
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// tolerance, unchanged by the relanding.
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Assert.Equal(latched.Z, body.Position.Z, 4);
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// From the next tick on the body climbs normally.
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harness.Tick(1, UphillRootMotionPerTick);
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// Final climb baseline (AD-66/#341): measured Z = 57.576443, a
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// ~0.0426 m climb over the latched baseline in one ordinary tick —
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// comfortably clear of both `latched.Z` and the transient lifted
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// value. Unlike the two fixed points above, this keeps moving tick
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// over tick and is not itself a stable quantity to pin exactly, so
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// the loose lower-bound remains the right assertion shape.
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Assert.True(
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body.Position.Z > latched.Z,
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$"body did not climb once the latch cleared (pos {body.Position})");
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