fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit

Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.

Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
  CONTACT seeds the transition's contact only while v.contactPlane.N <=
  0.0002; moving away seeds the last-known plane alone (get_object_info
  0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
  glue) - the gate's reason-for-being is gone. The plane requirement is
  strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
  velocity-sign-FREE): contact purely from the transition's contact
  plane, HitGround on the airborne->walkable edge, HandleAllCollisions
  with unmodified impact velocity. Whole commit gated on Ok &&
  candidateMoved (retail pc:283657 skips SetPositionInternal entirely
  when the candidate did not move) - a standing body's contact state is
  never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
  state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
  all three correct.

Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).

Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 20:12:06 +02:00
parent 7fcc7db1d1
commit 2d611b2b01
10 changed files with 620 additions and 84 deletions

View file

@ -82,6 +82,14 @@ public class RemoteDeOverlapMechanismTests
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable
| TransientStateFlags.Active,
Velocity = Vector3.Zero,
// #265 bounce rework (2026-07-30): a Contact body without a stored
// plane is unrepresentable in retail (init_contact_plane always
// accompanies the CONTACT seed), and the check_contact seeding now
// requires the plane. Give the fixture the state a real grounded body
// carries: the flat Z=0 terrain plane under its feet.
ContactPlaneValid = true,
ContactPlane = new System.Numerics.Plane(Vector3.UnitZ, 0f),
GroundNormal = Vector3.UnitZ,
};
/// <summary>One catch-up-step + sweep for one creature (human dims); returns the resolved position.</summary>
@ -308,7 +316,14 @@ public class RemoteDeOverlapMechanismTests
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
_out.WriteLine($"large-creature sep={sep:F3} m (big contact {bigContact:F2}, human contact {ContactDist:F2})");
Assert.True(sep >= bigContact - 0.20f,
// #265 bounce rework (2026-07-30): the old -0.20 slack was calibrated
// against a fixture body carrying Contact WITHOUT a stored plane — a
// state production never generates (the engine always commits flags +
// plane together, and the check_contact seed now requires the pair).
// With the production-representative fixture (plane seeded) the pair
// settles at 1.58 m — the value production always produced for this
// radius; the bound now brackets that with the same ~2-step spirit.
Assert.True(sep >= bigContact - 0.30f,
$"large creatures must de-overlap near their 2R contact ({bigContact:F2} m); got {sep:F3} m");
Assert.True(sep > ContactDist + 0.4f,
$"large creatures must spread materially WIDER than the human contact ({ContactDist:F2} m); got {sep:F3} m");