docs: file #175 — door collision uses placement pose, not the closed pose (dat-confirmed)

User report at the Facility Hub double door (Setup 0x02000C9D): embed
into the visual panel from one side, phantom wall on the other. Dat
inspection (Issue175HubDoorPoseInspectionTests, kept as the evidence
fixture) confirms the mechanism: the Setup's Default PLACEMENT frames
pose the two panels AJAR (yaw -150/-30, origin (+-0.88, -0.44, 1.37))
while the rendered door poses them CLOSED from the wire-supplied
motion table via the sequencer. ShadowShapeBuilder reads placement
frames, so the 1.66x0.29x2.95 m physics slabs register at the ajar
pose — displaced behind the visual door. Retail tests each part's
LIVE pose (closed == motion-table default; the open swing is ETHEREAL,
#150). Fix shape filed: BSP shadow shapes for sequencer-bearing
entities must use the sequencer's part transforms, placement frames
only as the no-animation fallback. Holtburg's single door never
surfaced this because its placement pose ~= closed pose.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 16:52:43 +02:00
parent b54555da62
commit 2312259a93
2 changed files with 199 additions and 0 deletions

View file

@ -46,6 +46,57 @@ Copy this block when adding a new issue:
---
## #175 — Door collision registers the Setup PLACEMENT pose, not the motion-table CLOSED pose (phantom slab behind the visual door)
**Status:** OPEN — mechanism dat-confirmed (`Issue175HubDoorPoseInspectionTests`); fix not started
**Severity:** MEDIUM-HIGH (embed into doors from one side; phantom wall on the other — can push the player out of use radius)
**Filed:** 2026-07-05
**Component:** physics — server-entity collision registration (door part poses)
**Description (user, Facility Hub door guid 0x78A020C7 / Setup 0x02000C9D):**
running at the door embeds the player INTO the visual panel (deep enough to
camera-clip to the other side); the actual blocking plane sits displaced to
the FAR side, and approaching from that side there's a phantom wall in front
of the visual door — far enough that the door can be out of use range.
**Mechanism (dat-confirmed, 2026-07-05):** the hub door is a DOUBLE door —
Setup 0x02000C9D has 3 parts; panels part[0]/part[1] (GfxObj 0x01002936,
physics slab 1.66×0.29×2.95 m) pose in the Setup's `Default` PLACEMENT
frames at yaw **150° / 30°** with origin **(±0.88, 0.44, 1.37)** — an
AJAR pose displaced 0.44 m behind the doorway plane. The RENDERED door poses
its panels from the motion table's default (closed) state via the sequencer
(the setup itself has no DefaultMotionTable; the wire spawn supplies it).
Collision registers via `ShadowShapeBuilder.FromSetup`, which reads the
PLACEMENT frames (`Resting|Default|first`) — so the physical slabs sit at
the ajar placement pose while the visuals show closed panels: the exact
offset the user walked into. Retail tests each part's LIVE pose
(`CPhysicsPart` — see the #150 notes: for a CLOSED door the live pose IS
the motion-table closed pose; the open swing never matters because ETHEREAL
bypasses collision entirely).
**Fix shape (retail-faithful, next session):** the BSP shadow shapes for
server entities with a sequencer must use the SEQUENCER's part transforms
(the motion-table default/closed pose) instead of the raw placement frames —
either sample at registration (the sequencer exists by then — verify spawn
wiring order) or re-register via `ShadowObjectRegistry.UpdatePosition`-style
refresh after the sequencer's first advance. Parts without animation data
keep the placement-frame fallback. Watch: entScale composition, multi-part
dedup ([[feedback_dedup_keys_after_cardinality_change]]), and the Holtburg
single-door apparatus must stay green (its placement pose ≈ closed pose,
which is why #99/#150 never surfaced this).
**Files:** `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (placement-frame
read), `src/AcDream.App/Rendering/GameWindow.cs`
(`RegisterServerEntityCollision` ~4130), inspection
`tests/AcDream.Core.Tests/Physics/Issue175HubDoorPoseInspectionTests.cs`.
**Acceptance:** at the Facility Hub double door: closed door blocks AT the
visual panels (no embed, no phantom wall on either side); open door fully
passable; use radius reachable from both sides. Holtburg cottage door
unregressed (door apparatus green).
---
## #174 — Door Use dies after the first jump: the RemoveLinkAnimations seam stripped animations without retail's queue drain
**Status:** 🟡 FIX SHIPPED 2026-07-05 (same session) — pending user gate (jump around, then use the Facility Hub door from close AND from ~3 m).

View file

@ -0,0 +1,148 @@
using System;
using System.IO;
using System.Linq;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #175 (2026-07-05) — read-only dat inspection for the Facility Hub door
/// (Setup 0x02000C9D, guid 0x78A020C7 in the live session). User report:
/// the door's COLLISION sits displaced to the far side of the VISUAL panel
/// (embed from one side deep enough to camera-clip; a phantom wall on the
/// other side that can push the player out of use radius).
///
/// Hypothesis under test: collision registers from the Setup's
/// PlacementFrames (ShadowShapeBuilder.FromSetup — Resting|Default|first)
/// while the rendered panel poses from the motion table's default/closed
/// state through the sequencer; retail tests the part's LIVE pose
/// (CPhysicsPart), so a door whose placement frame differs from its
/// motion-table closed pose shows exactly this offset. This test dumps both
/// poses so the divergence (or its absence) is a dat fact, not a theory.
///
/// SKIP when the dat directory is absent (CI); local runs have it.
/// </summary>
public class Issue175HubDoorPoseInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue175HubDoorPoseInspectionTests(ITestOutputHelper output) => _out = output;
private const uint HubDoorSetupId = 0x02000C9Du;
[Fact]
public void HubDoorSetup_PlacementVsMotionPose_DatInspection()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var setup = dats.Get<Setup>(HubDoorSetupId);
Assert.NotNull(setup);
_out.WriteLine($"=== Setup 0x{HubDoorSetupId:X8} ===");
_out.WriteLine($" Flags = {setup!.Flags} (0x{(uint)setup.Flags:X8})");
_out.WriteLine($" Parts = {setup.Parts.Count}");
for (int i = 0; i < setup.Parts.Count; i++)
_out.WriteLine($" [{i}] gfxObj=0x{setup.Parts[i]:X8}");
_out.WriteLine($" DefaultAnimation = 0x{setup.DefaultAnimation:X8}");
_out.WriteLine($" DefaultScript = 0x{setup.DefaultScript:X8}");
_out.WriteLine($" DefaultMotionTable = 0x{setup.DefaultMotionTable:X8}");
_out.WriteLine($" CylSpheres={setup.CylSpheres.Count} Spheres={setup.Spheres.Count} Radius={setup.Radius:F3}");
foreach (var c in setup.CylSpheres)
_out.WriteLine($" cyl r={c.Radius:F3} h={c.Height:F3} origin=({c.Origin.X:F3},{c.Origin.Y:F3},{c.Origin.Z:F3})");
_out.WriteLine($" PlacementFrames = {setup.PlacementFrames.Count}");
foreach (var kv in setup.PlacementFrames)
{
_out.WriteLine($" [{kv.Key}] frames={kv.Value.Frames.Count}");
for (int i = 0; i < kv.Value.Frames.Count; i++)
{
var f = kv.Value.Frames[i];
_out.WriteLine(
$" part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
}
}
// Part 0's physics BSP bounds — where the slab actually is in
// PART-LOCAL space (composed with the poses above for world).
foreach (uint gfxId in setup.Parts.Distinct())
{
var gfx = dats.Get<GfxObj>(gfxId);
_out.WriteLine($"=== GfxObj 0x{gfxId:X8} ===");
if (gfx is null) { _out.WriteLine(" NULL"); continue; }
var root = gfx.PhysicsBSP?.Root;
_out.WriteLine($" PhysicsBSP.Root = {(root is null ? "NULL" : "non-null")}");
if (root?.BoundingSphere is { } bs)
_out.WriteLine($" BSP bounds = ({bs.Origin.X:F3},{bs.Origin.Y:F3},{bs.Origin.Z:F3}) r={bs.Radius:F3}");
if (gfx.PhysicsPolygons is { } pp && gfx.VertexArray?.Vertices is { } verts)
{
float minX = float.MaxValue, maxX = float.MinValue;
float minY = float.MaxValue, maxY = float.MinValue;
float minZ = float.MaxValue, maxZ = float.MinValue;
foreach (var poly in pp.Values)
foreach (var vid in poly.VertexIds)
{
if (!verts.TryGetValue((ushort)vid, out var sv)) continue;
minX = Math.Min(minX, sv.Origin.X); maxX = Math.Max(maxX, sv.Origin.X);
minY = Math.Min(minY, sv.Origin.Y); maxY = Math.Max(maxY, sv.Origin.Y);
minZ = Math.Min(minZ, sv.Origin.Z); maxZ = Math.Max(maxZ, sv.Origin.Z);
}
_out.WriteLine($" Physics AABB (part-local) = X[{minX:F3},{maxX:F3}] Y[{minY:F3},{maxY:F3}] Z[{minZ:F3},{maxZ:F3}]");
}
}
// The motion-table default (closed) pose, if the setup names one:
// frame 0 of the default style's default cycle — what the sequencer
// renders for an idle closed door.
if (setup.DefaultMotionTable != 0)
{
var mt = dats.Get<MotionTable>(setup.DefaultMotionTable);
_out.WriteLine($"=== MotionTable 0x{setup.DefaultMotionTable:X8} ===");
if (mt is null) { _out.WriteLine(" NULL"); return; }
_out.WriteLine($" DefaultStyle = 0x{(uint)mt.DefaultStyle:X8}");
if (mt.Cycles.TryGetValue((int)mt.DefaultStyle, out var defCycle)
&& defCycle.Anims.Count > 0)
{
var animRef = defCycle.Anims[0];
_out.WriteLine($" default cycle anim[0] id=0x{animRef.AnimId:X8} lo={animRef.LowFrame} hi={animRef.HighFrame}");
var anim = dats.Get<Animation>(animRef.AnimId);
if (anim is not null && anim.PartFrames.Count > 0)
{
var f0 = anim.PartFrames[Math.Clamp((int)animRef.LowFrame, 0, anim.PartFrames.Count - 1)];
for (int i = 0; i < f0.Frames.Count; i++)
{
var f = f0.Frames[i];
_out.WriteLine(
$" anim frame0 part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
}
}
else
{
_out.WriteLine(" anim NULL or no PartFrames");
}
}
else
{
_out.WriteLine(" no default-style cycle");
}
}
else
{
_out.WriteLine("=== no DefaultMotionTable on the setup ===");
}
}
}