fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334)
acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.
That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.
The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.
Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.
ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.
Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.
Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.
Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.
Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
f0588725cf
commit
13fcf38138
19 changed files with 2186 additions and 137 deletions
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@ -94,21 +94,25 @@ public static class ShadowShapeBuilder
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/// index and pose, but reads PhysicsBSP from the installed replacement.
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/// Null or short lists fall back to the Setup identity.</param>
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/// <param name="physicsBspBounds">The part GfxObj's physics-BSP ROOT
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/// bounding sphere — retail's <c>CGfxObj::physics_sphere</c>, which is
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/// literally <c>BSPTREE::GetSphere(physics_bsp)</c> @0x005397e0. Supplies
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/// BOTH the emitted <see cref="ShadowShape.Radius"/> and its
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/// <see cref="ShadowShape.BoundsCenter"/>, from one call, so the sphere's
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/// size can never be carried while its position is dropped. Null (or a
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/// null result) falls back to the loose-but-safe 2 m placeholder at the
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/// part origin — a fixture-only configuration; production always supplies
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/// it (<c>LiveEntityCollisionBuilder</c>).</param>
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/// bounding sphere AND its authored vertex-array box — retail's
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/// <c>CGfxObj::physics_sphere</c> (<c>BSPTREE::GetSphere(physics_bsp)</c>
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/// @0x005397e0) and <c>CGfxObj::gfx_bound_box</c>
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/// (<c>CPhysicsPart::GetBoundingBox</c> @0x0050d600), as ONE
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/// <see cref="ShadowPartGeometry"/>. Supplies the emitted
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/// <see cref="ShadowShape.Radius"/>, <see cref="ShadowShape.BoundsCenter"/>
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/// and <see cref="ShadowShape.LocalBoundsMin"/>/<c>Max</c> from one call,
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/// so no part of the flood geometry can be carried while another is
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/// dropped (AP-156, then #334). Null (or a null result) falls back to the
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/// loose-but-safe 2 m placeholder at the part origin — a fixture-only
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/// configuration; production always supplies it
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/// (<c>LiveEntityCollisionBuilder</c>).</param>
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public static IReadOnlyList<ShadowShape> FromSetup(
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Setup setup,
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float entScale,
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Func<uint, bool> hasPhysicsBsp,
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IReadOnlyList<Frame>? partPoseOverride = null,
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IReadOnlyList<uint>? effectivePartGfxObjIds = null,
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Func<uint, FlatCollisionSphere?>? physicsBspBounds = null)
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Func<uint, ShadowPartGeometry?>? physicsBspBounds = null)
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{
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if (setup is null) throw new ArgumentNullException(nameof(setup));
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if (hasPhysicsBsp is null) throw new ArgumentNullException(nameof(hasPhysicsBsp));
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@ -210,17 +214,27 @@ public static class ShadowShapeBuilder
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// supplies both so one cannot be taken without the other.
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// Absent bounds keep the loose-but-safe 2 m placeholder, centred
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// on the part origin because nothing better is known.
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// ShadowShape.Bsp scales radius and centre together.
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FlatCollisionSphere bounds =
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// ShadowShape.Bsp scales radius, centre and box together.
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//
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// #334: the SAME resolver also supplies the authored vertex-array
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// box. Retail's outdoor cell membership
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// (CLandCell::add_all_outside_cells @0x00533360, reached from
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// find_bbox_cell_list @0x00510fc0) divides that box — never the
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// sphere — by square_length to build its cell rectangle, so a
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// resolver that answered only the sphere would leave that walk
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// with nothing to walk.
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ShadowPartGeometry geometry =
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physicsBspBounds?.Invoke(gfxId)
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?? new FlatCollisionSphere(Vector3.Zero, 2f);
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?? ShadowPartGeometry.Create(
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new FlatCollisionSphere(Vector3.Zero, 2f),
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null);
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result.Add(ShadowShape.Bsp(
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gfxObjId: gfxId,
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localPosition: new Vector3(partFrame.Origin.X, partFrame.Origin.Y, partFrame.Origin.Z) * entScale,
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localRotation: partFrame.Orientation,
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scale: entScale,
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localBounds: bounds));
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localGeometry: geometry));
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}
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return result;
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@ -308,12 +322,21 @@ public static class ShadowShapeBuilder
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phys.BoundingSphere?.Origin ?? Vector3.Zero,
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phys.BoundingSphere?.Radius ?? 1f);
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// #334: the same cached record carries the authored vertex-array
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// box (CGfxObj::gfx_bound_box), which retail's outdoor extent walk
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// — CLandCell::add_all_outside_cells @0x00533360 — divides by
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// square_length. Landblock-baked part arrays are exactly the
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// population whose extent exceeds one 24 m land cell, so the
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// sphere alone cannot describe their membership.
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ShadowPartGeometry geometry =
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ShadowPartGeometry.Create(localBounds, phys.VisualBounds);
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shapes.Add(ShadowShape.Bsp(
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gfxObjId: meshRef.GfxObjId,
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localPosition: pPos,
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localRotation: pRot,
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scale: partScale,
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localBounds: localBounds));
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localGeometry: geometry));
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}
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return shapes;
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