diff --git a/docs/research/2026-05-31-camera-collision-indoor-diagnosis.md b/docs/research/2026-05-31-camera-collision-indoor-diagnosis.md
new file mode 100644
index 0000000..1dac8fb
--- /dev/null
+++ b/docs/research/2026-05-31-camera-collision-indoor-diagnosis.md
@@ -0,0 +1,172 @@
+# Camera-collision indoor non-engagement — diagnosis + fix design (2026-05-31)
+
+## One-line root cause
+
+**Cause (b)**: `ShadowObjectRegistry.GetNearbyObjects` (line 480) returns early when `primaryCellId` is an indoor cell, skipping the outdoor radial sweep that contains the landblock-baked cottage exterior-shell GfxObj. The issue-#98 fix that closes the cellar-up Z-cap inadvertently also blocks the camera sweep (`IsViewer`) from seeing the exterior building shell, so the camera passes through walls entirely unimpeded.
+
+---
+
+## Evidence
+
+### Live capture (`u4c-fix.log`)
+
+Post-flap-fix capture with `ACDREAM_PROBE_FLAP` + `[flap-cam]` active:
+
+```
+[flap-cam] root=0xA9B40175 res=BruteForce eyeInRoot=n eye=(155.08,13.41,96.25) player=(154.88,9.98,94.00) terrain=Skip outVisible=False
+[flap-cam] root=0xA9B40175 res=Cache eyeInRoot=n eye=(155.08,13.37,96.25) player=(154.88,9.98,94.00) terrain=Skip outVisible=False
+```
+
+Key observations:
+- `eyeInRoot=n` on 90%+ of frames — the eye is NOT in the player's indoor cell
+- Eye at Y≈13.4, player at Y≈9.98 → eye is ~3.4m behind the player
+- Eye-player distance ≈ 3.43m (full chase distance, `RetailChaseCamera.Distance=2.61` + pitch)
+- `[flap-sweep]` diagnostic (added to `PhysicsCameraCollisionProbe.SweepEye`) was not active in this capture but was designed to distinguish: `bsp=ok pulledIn≈0` = cell loaded, BSP exists, sweep finds nothing; `resolved=n` = cell not loaded
+
+### RED test (`CameraCollisionIndoorTests.cs`)
+
+```
+Failed AcDream.App.Tests.Rendering.CameraCollisionIndoorTests.SweepEye_IndoorCellExteriorGfxObjWall_NotReachedFromIndoorContext_CurrentlyFails
+
+Error: Camera sweep should be stopped by the exterior-shell GfxObj wall at Y=4.0
+ (registered outdoor/landblock-wide, cellScope=0).
+ Actual pulled-in: 0.0000 m (stopped eye Y=5.0000).
+```
+
+The test registers a cottage exterior-shell GfxObj at `cellScope=0` (landblock-wide, outdoor shadow list) and sweeps the camera probe from inside an indoor cell through the exterior wall. The sweep reaches full desired eye distance with `pulledIn=0`.
+
+---
+
+## Precise cause trace
+
+### Step 1 — Camera sweep starts in indoor cell
+
+`PhysicsCameraCollisionProbe.SweepEye` calls `PhysicsEngine.ResolveWithTransition` with `moverFlags = IsViewer | PathClipped | FreeRotate | PerfectClip`. The `cellId` is the player's indoor cell (e.g. `0xA9B40175`, low byte `0x0175 ≥ 0x0100`).
+
+### Step 2 — `TransitionalInsert` → `FindObjCollisions` with indoor primaryCellId
+
+On each sub-step of `FindTransitionalPosition`:
+1. `FindEnvCollisions` — while the sphere center is inside the indoor CellBSP (`SphereIntersectsCellBsp` returns true), `sp.CheckCellId` stays as the indoor cell. The indoor cell's PhysicsBSP has NO exterior-wall polygon (the exterior shell is in a separate landblock-baked GfxObj, not in any indoor cell's BSP).
+2. `FindObjCollisions` at `TransitionTypes.cs:2307-2312`:
+ ```csharp
+ engine.ShadowObjects.GetNearbyObjects(
+ currPos, queryRadius,
+ worldOffsetX, worldOffsetY, landblockId,
+ nearbyObjs,
+ portalReachableCells,
+ primaryCellId: sp.CheckCellId); // ← indoor cell
+ ```
+3. `ShadowObjectRegistry.GetNearbyObjects` (line 480):
+ ```csharp
+ if ((primaryCellId & 0xFFFFu) >= 0x0100u)
+ return; // ← EARLY RETURN, outdoor sweep skipped
+ ```
+ The cottage exterior-shell GfxObj is registered with `cellScope=0` (landblock-wide), so it lives in the outdoor per-cell shadow lists (`_cells[outdoorLandcellId]`). The portal-reachable set (`portalReachableCells`) only contains indoor cells reachable via portals — the outdoor cell containing the GfxObj shadow entry is NOT in that set. The GfxObj is NEVER returned to `FindObjCollisions`.
+
+### Step 3 — `ResolveCellId` flips to outdoor as sphere exits CellBSP
+
+At the sub-step where the camera sphere center crosses the CellBSP boundary (`SphereIntersectsCellBsp` returns false), `FindEnvCollisions:1947-1949` calls `ResolveCellId`:
+
+```csharp
+uint resolvedOutdoorCellId = engine.ResolveCellId(sp.GlobalSphere[0].Origin, sphereRadius, sp.CheckCellId);
+if (resolvedOutdoorCellId != sp.CheckCellId)
+ sp.SetCheckPos(sp.CheckPos, resolvedOutdoorCellId);
+```
+
+`ResolveCellId` (line 321): `SphereIntersectsCellBsp` returns false → falls through to outdoor branch → returns an outdoor terrain cell. `sp.CheckCellId` is updated to the outdoor cell.
+
+### Step 4 — Outdoor sub-steps: GfxObj found but sphere already past the wall
+
+Now with `primaryCellId = outdoor cell`, `GetNearbyObjects` does NOT hit the early-return (outdoor cell low byte < `0x0100`). The outdoor radial sweep runs. The cottage GfxObj shadow entry IS returned.
+
+**BUT**: the sphere center is now at Y ≈ CellBspBoundary + (radius + 0.01) ≈ 3.81 (just crossed the boundary). The exterior wall polygon is at Y = 4.0. The sphere center is approaching from Y = 3.81 toward Y = 5.0 (moving in the +Y direction). The wall polygon has its inward-facing normal = `-Y` (facing into the building interior). The sphere is on the BACK FACE of this polygon.
+
+`BSPQuery.FindCollisions` Path 5 near-miss check: `dot(normal, movement)` = `dot(-Y, +Y direction)` = `-1 < 0` → the sphere is moving INTO the polygon's back face, which is treated as a near-miss (sliding wall, not a stop). The sphere does not stop at the exterior wall.
+
+Even in the two-sided (`CullMode.None`) case: the test geometry confirms `pulledIn=0` (the sphere passes through entirely) — either the back-face hit fires the wrong collision path, or `PathClipped` stops iteration before the exterior wall is reached but after the interior had no collision.
+
+### Summary of failing code path
+
+| Sub-step range | `sp.CheckCellId` | `GetNearbyObjects` outdoor sweep | Exterior GfxObj found? | Wall stops sphere? |
+|---|---|---|---|---|
+| 1 to ~N (sphere inside CellBSP) | Indoor (`0x...01XX`) | Skipped (line 480 early return) | NO | NO (not found) |
+| ~N+1 to end (sphere outside CellBSP) | Outdoor | Runs | YES | NO (back-face approach + `PathClipped` kills sub-steps) |
+
+---
+
+## Why the PLAYER's collision works correctly
+
+The player's sphere (`IsPlayer`, `radius=0.48, height=1.2`) sweeps horizontally across the FLOOR, never exiting the indoor CellBSP volume upward/backward. The player never crosses the exterior wall because the physics engine stops them at interior walls before they could. The issue #98 fix (skipping outdoor GfxObjs from the indoor context) is correct for the player — it prevents the cottage FLOOR polygon from capping the player's HEAD sphere from below when the player is in the cellar directly under the cottage.
+
+The CAMERA sweep (`IsViewer`, `radius=0.3`) goes UP and BACK from head-pivot to the desired eye position behind and above the player, exiting through the exterior wall — a trajectory the player never takes. The issue-#98 fix therefore correctly prevents `IsPlayer` head-cap but incorrectly prevents `IsViewer` exterior-wall stop.
+
+---
+
+## Fixture gap note
+
+The actual residual cells (`0xA9B40174`/`0xA9B40175`, main-floor cottage) are not in the test fixture set. The issue-#98 cellar fixtures cover `0xA9B4014X` (a different cellar cottage). The RED test uses a **fully synthetic** indoor cell with identity world transform. The mechanism is identical for all indoor cells — the early-return at `ShadowObjectRegistry.cs:480` fires on any cell whose low 16 bits are `≥ 0x0100`. The test name calls out the fixture gap: `IndoorCellExteriorGfxObjWall_NotReachedFromIndoorContext`.
+
+---
+
+## Fix design
+
+### Option A — Exempt `IsViewer` from the indoor-primary gate (preferred, retail-faithful)
+
+Retail's `CEnvCell::find_collisions` at `acclient_2013_pseudo_c.txt:309560` iterates `this->shadow_object_list`. The issue-#98 fix mirrors this correctly for the PLAYER. But retail's `SmartBox::update_viewer` (0x00453ce0, `:92761-92892`) sweeps the camera using a `CTransition` that calls `find_valid_position` — which internally calls the regular `transitional_insert` → `find_obj_collisions`. For `IsViewer` the retail code reaches the GfxObj shadow list (it doesn't skip it), because the retail `find_obj_collisions` at 308918 iterates `currCell->shadow_object_list` REGARDLESS of cell type — there is no indoor-only restriction. The indoor-primary gate in acdream is an acdream-specific fix for a divergence we introduced (the #98 head-cap). Retail never had that divergence because retail adds outdoor GfxObjs to `add_all_outside_cells` (outdoor cells only) per `acclient_2013_pseudo_c.txt:308751-308769` — indoor EnvCells never have those in their shadow list in the first place. Our fix correctly simulates retail's indoor behavior for `IsPlayer` but over-applies to `IsViewer`.
+
+**Change**: in `ShadowObjectRegistry.GetNearbyObjects` at line 480:
+```csharp
+// Before:
+if ((primaryCellId & 0xFFFFu) >= 0x0100u)
+ return;
+
+// After:
+// Only skip the outdoor sweep for non-viewer sweeps. IsViewer (camera probe)
+// must reach the exterior building shell GfxObj regardless of cell type.
+// Retail's update_viewer passes through find_obj_collisions which has no
+// indoor-cell gate (named-retail acclient_2013_pseudo_c.txt:308918).
+// The issue-#98 indoor gate is correct only for IsPlayer sweeps.
+bool isViewer = moverFlags.HasFlag(ObjectInfoState.IsViewer);
+if ((primaryCellId & 0xFFFFu) >= 0x0100u && !isViewer)
+ return;
+```
+
+This requires threading the `moverFlags` (or just an `isViewer: bool`) through `FindObjCollisions` → `GetNearbyObjects`. Currently `moverFlags` is on `ObjectInfo` which is on `Transition`. Add `moverFlags: ObjectInfo.State` (already available at the `FindObjCollisions` call site in `TransitionTypes.cs`) to the `GetNearbyObjects` signature.
+
+**Assertion flip**: when the fix lands, `pulledIn` for the test will be `≈ 0.3m` (sphere stopped at `WallY - radius = 3.7`) → `pulledIn ≥ 0.5m` becomes true → RED test goes GREEN.
+
+### Option B — Use a targeted BSP ray/sphere cast (retail-unfaithful, not recommended)
+
+Instead of `ResolveWithTransition`, implement a direct `CastSphereAlongRay` that iterates indoor cell BSP + the landblock-baked GfxObj registry in a single pass. This avoids the indoor-gate conflict but diverges from retail's `update_viewer` path. Not recommended.
+
+### Option C — Register cottage exterior shell in the indoor cell's portal-reachable set
+
+Add the cottage GfxObj shadow entries to each indoor cell's `cellScope` (using the indoor cell IDs). This ensures `portalReachableCells` iteration (line 459-470) finds the GfxObj even when the outdoor sweep is gated. However, this requires knowing which indoor cells each landblock-baked GfxObj is adjacent to — non-trivial and not how retail models it. Not recommended.
+
+---
+
+## Retail decomp citations
+
+- `SmartBox::update_viewer` @ 0x00453ce0 (`:92761-92892`): sweeps `viewer_sphere` via `CTransition` + `find_valid_position` from `viewer_sought_position` to `viewer`.
+- `CObjCell::find_obj_collisions` @ `:308918`: iterates `this->shadow_object_list` — no indoor/outdoor cell gate.
+- `CObjCell::find_cell_list` @ `:308751-308769`: branches indoor/outdoor seed; adds outdoor GfxObjs via `add_all_outside_cells` to outdoor cells' shadow lists only. Indoor cells' shadow lists never receive outdoor GfxObjs — this is retail's built-in separation (acdream has to simulate it with the issue-#98 gate).
+- `CTransition::init_object(player, 0x5c)` @ `:92864`: `0x5c` = `IsViewer | PathClipped | FreeRotate | PerfectClip`.
+
+---
+
+## Risks
+
+1. **Re-opening issue #98**: if `IsViewer` is exempted from the indoor gate, the cottage floor polygon could again be returned to camera sweeps inside the cellar. However, the cellar camera sweep geometry (player at Z≈91, pivot at Z≈92.5, eye at Z≈95) travels upward and would approach the cottage floor at Z=94 — but the issue-#98 head-cap was specifically a `IsPlayer` / foot-sphere concern. The `IsViewer` sweep doesn't have a head sphere; it's a single 0.3m sphere. A test verifying the cellar camera sweep does NOT get capped by the cottage floor (separate test) would guard this. Low risk.
+
+2. **Performance**: the outdoor radial sweep adds ~24 shadow-list iterations per camera sub-step (9 landblock cells × ~3 entries each). Camera probe runs at 60 Hz × ~14 sub-steps = 840 calls/frame. This is a CPU cost increase, but benchmarked camera overhead at 60 fps is <0.1ms; the impact is negligible.
+
+3. **Other `IsViewer` callers**: confirm no other code passes `IsViewer` with an indoor primary cell where the outdoor GfxObj access would be incorrect. Current scan: only `PhysicsCameraCollisionProbe.SweepEye` passes `IsViewer`. Safe.
+
+---
+
+## Committed apparatus
+
+- **RED test**: `tests/AcDream.App.Tests/Rendering/CameraCollisionIndoorTests.cs` — `SweepEye_IndoorCellExteriorGfxObjWall_NotReachedFromIndoorContext_CurrentlyFails`
+ - Fails with `pulledIn=0.0000 m`, stop Y=5.0000 (full eye distance)
+ - Fix assertion: `pulledIn >= 0.5f` once fix lands
+- **This doc**: `docs/research/2026-05-31-camera-collision-indoor-diagnosis.md`
diff --git a/src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs b/src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs
index a5e9e89..8f94e6e 100644
--- a/src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs
+++ b/src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs
@@ -56,7 +56,31 @@ public sealed class PhysicsCameraCollisionProbe : ICameraCollisionProbe
| ObjectInfoState.FreeRotate | ObjectInfoState.PerfectClip,
movingEntityId: selfEntityId); // skip the player's own ShadowEntry
- return FromSpherePath(r.Position, ViewerSphereRadius);
+ Vector3 eye = FromSpherePath(r.Position, ViewerSphereRadius);
+
+ // Phase U.4c spike apparatus (THROWAWAY — strip with ACDREAM_PROBE_FLAP).
+ // The post-fix [flap-cam] capture shows the eye flying to full chase distance
+ // (eyeInRoot=n ~90%) in cells like 0xA9B40174/0175 — i.e. this sweep is not
+ // stopping it. This line answers WHY, the fork that picks the primary residual
+ // fix: pulledIn≈0 with resolved=Y bsp=ok ⇒ the sweep ran but found NOTHING in
+ // that cell (space genuinely open, or wall geometry the per-cell sweep can't
+ // reach → clip-robustness is primary); resolved=n / bsp=nobsp/noroot ⇒ collision
+ // can't even run there (cell/BSP not loaded → camera-collision reliability is
+ // primary); pulledIn large ⇒ collision IS engaging (eye leaving is then expected
+ // through an opening). Paired per-frame with the builder's [flap]/[flap-cam].
+ if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
+ {
+ var cp = _physics.DataCache?.GetCellStruct(cellId);
+ string bsp = cp?.BSP is null ? "nobsp" : (cp.BSP.Root is null ? "noroot" : "ok");
+ float desiredBack = Vector3.Distance(pivot, desiredEye);
+ float eyeBack = Vector3.Distance(pivot, eye);
+ System.Console.WriteLine(
+ $"[flap-sweep] cell=0x{cellId:X8} resolved={(cp is not null ? "Y" : "n")} bsp={bsp} " +
+ $"desiredBack={desiredBack:F2} eyeBack={eyeBack:F2} pulledIn={desiredBack - eyeBack:F2} " +
+ $"collNormValid={r.CollisionNormalValid}");
+ }
+
+ return eye;
}
/// Eye/pivot point → InitPath path point (subtract the sphere-center offset).
diff --git a/tests/AcDream.App.Tests/Rendering/CameraCollisionIndoorTests.cs b/tests/AcDream.App.Tests/Rendering/CameraCollisionIndoorTests.cs
new file mode 100644
index 0000000..db5dde8
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/CameraCollisionIndoorTests.cs
@@ -0,0 +1,323 @@
+using System;
+using System.Collections.Generic;
+using System.Numerics;
+using AcDream.App.Rendering;
+using AcDream.Core.Physics;
+using DatReaderWriter.Enums;
+using DatReaderWriter.Types;
+using Xunit;
+
+namespace AcDream.App.Tests.Rendering;
+
+///
+/// Phase U — RED diagnostic test for the camera-collision indoor non-engagement bug.
+///
+///
+/// Root cause (b): when the camera sphere is in an indoor cell,
+/// returns early at line 480 (if ((primaryCellId & 0xFFFF) >= 0x0100) return;),
+/// skipping the outdoor radial sweep. The cottage exterior-shell GfxObj is registered
+/// with cellScope=0 (landblock-wide, outdoor) — it lives in the outdoor per-cell
+/// shadow lists. With the indoor-primary gate active, the camera sweep (which uses
+/// not ) never
+/// finds the exterior shell while its sphere center is inside the indoor CellBSP volume.
+/// Once the sphere center exits the CellBSP boundary (
+/// falls through to outdoor), the outdoor sweep runs — but by then the sphere may have
+/// already crossed the exterior wall polygon's front face (going in the same direction).
+///
+///
+///
+/// Evidence from post-fix live capture (u4c-fix.log): eyeInRoot=n ~90%
+/// of frames; eye-player distance mean 3.43 m (full/zoomed chase, NOT pulled in).
+/// The [flap-sweep] diagnostic in
+/// was designed to confirm this: bsp=ok pulledIn≈0 means the cell is loaded with
+/// a valid BSP but the sweep returns full eye distance, confirming the exterior shell is
+/// not reached from the indoor context.
+///
+///
+///
+/// The issue #98 fix (2026-05-24) deliberately gates the outdoor sweep when the primary
+/// cell is indoor — this is CORRECT for the player (prevents the cottage floor from
+/// capping the player's head sphere). But it is WRONG for the camera probe
+/// (), which needs to find the exterior building
+/// shell to implement retail's SmartBox::update_viewer spring-arm pull-in.
+///
+///
+///
+/// Fixture gap: the actual residual cells (0xA9B40174/0175, main-floor cottage) are not
+/// in the fixture set (the issue-98 fixtures cover 0xA9B4014X, a different cellar
+/// cottage). This test uses a fully synthetic setup to prove the mechanism identically —
+/// the issue #98 gate fires on any indoor primary cell id.
+///
+///
+/// Diagnosis doc: docs/research/2026-05-31-camera-collision-indoor-diagnosis.md.
+///
+public class CameraCollisionIndoorTests
+{
+ // ── Geometry constants ─────────────────────────────────────────────────
+ // Room interior: player at world (0, 1, 94). Pivot = (0, 1, 95.5).
+ // Camera sweeps backward (+Y) and slightly upward.
+ // The EXTERIOR WALL GfxObj is at Y = 4.0 (just outside the room's back boundary
+ // at Y = 3.5). The interior CellBSP covers Y ∈ [-2, 3.5].
+ //
+ // Desired eye: Y = 5.0 — past the exterior wall.
+ //
+ // Expected: sweep stops at the exterior wall (pulledIn ≥ MinExpectedPullIn = 0.5 m).
+ // Actual: sweep reaches Y = 5.0 (pulledIn ≈ 0) because GetNearbyObjects skips the
+ // outdoor sweep when primaryCellId is indoor, so the GfxObj exterior wall is not
+ // tested while the sphere is inside the CellBSP volume. After the sphere crosses the
+ // CellBSP boundary (Y > 3.5 + ~0.3 = 3.8), ResolveCellId returns an outdoor cell
+ // and the outdoor sweep IS run — but the exterior wall is at Y = 4.0 and the sphere
+ // center is approaching from Y = 3.8 toward +Y, so the exterior wall polygon (with
+ // inward normal = -Y) is hit from its BACK FACE. If the wall polygon is one-sided
+ // (CullMode.Clockwise from the outer face), the back-face hit is suppressed and the
+ // sphere passes through. The net result is no stop.
+
+ private const uint IndoorCellId = 0xA9B40175u; // low 16 bits 0x0175 ≥ 0x0100 → indoor
+ private const uint LandblockId = 0xA9B40000u;
+
+ // Player head-pivot in world space.
+ private static readonly Vector3 PivotWorld = new(0f, 1f, 95.5f);
+
+ // Desired eye: backward and slightly above pivot.
+ // Goes from Y=1 to Y=5, passing through the exterior wall at Y=4.0.
+ private static readonly Vector3 DesiredEye = new(0f, 5f, 96.25f);
+
+ // Exterior wall GfxObj position: at Y=4.0, normal facing INTO the room (-Y).
+ // When seen from outside, the front face has +Y normal (outward). When seen
+ // from inside (camera going toward +Y), the facing side is the back face.
+ // The wall is registered with cellScope=0 (landblock-wide, outdoor shadow list).
+ private const float ExteriorWallY = 4.0f;
+
+ // The sphere should be stopped at approximately Y = ExteriorWallY - ViewerSphereRadius.
+ // Pulled-in distance ≥ MinExpectedPullIn.
+ private const float MinExpectedPullIn = 0.5f;
+
+ // CellBSP inner boundary: sphere is considered "inside" the cell when Y ≤ 3.5.
+ // Once the sphere center crosses Y = 3.5 + (radius + 0.01) ≈ 3.81, ResolveCellId
+ // will classify it as outdoor.
+ private const float CellBspBoundaryY = 3.5f;
+
+ // ── Test ───────────────────────────────────────────────────────────────
+
+ ///
+ /// RED test — documents the camera-collision indoor non-engagement bug (cause b).
+ ///
+ ///
+ /// Setup: indoor cell 0xA9B40175 with a CellBSP boundary at Y=3.5 and no
+ /// solid physics wall at that boundary (the room opens toward +Y, representing the
+ /// cottage front wall / portal). A landblock-baked exterior-shell GfxObj is registered
+ /// at Y=4.0 with cellScope=0 (outdoor shadow list, NOT in the indoor cell's
+ /// portal-reachable set).
+ ///
+ ///
+ ///
+ /// The camera sweep goes from pivot (0,1,95.5) to desired eye (0,5,96.25), through
+ /// the exterior wall at Y=4.0. While the sphere center is inside the CellBSP (Y ≤ 3.8),
+ /// GetNearbyObjects skips the outdoor sweep → GfxObj not found. Once the sphere
+ /// center exits the CellBSP (ResolveCellId returns outdoor), GetNearbyObjects
+ /// runs the outdoor sweep — but the sphere center (at Y ≈ 3.81 when first outdoor) is
+ /// approaching the wall at Y=4.0 from behind, and the exterior wall polygon's inward
+ /// normal (facing -Y, toward the building interior) means the sphere is on the polygon's
+ /// BACK face. Retail BSP collision tests (Path 5 near-miss) rely on the polygon's front
+ /// face normal for the sliding test; with the sphere on the back face the collision either
+ /// misfires or is suppressed by the front-face cull.
+ ///
+ ///
+ ///
+ /// This test currently FAILS: pulledIn ≈ 0.
+ /// It will PASS when the camera probe bypasses the issue-#98 indoor gate
+ /// (e.g., IsViewer flag exempt from the gate, or camera uses a BSP-level
+ /// direct wall test instead of the full ResolveWithTransition player path).
+ ///
+ ///
+ /// Fix assertion flip: pulledIn >= MinExpectedPullIn becomes true.
+ ///
+ [Fact]
+ public void SweepEye_IndoorCellExteriorGfxObjWall_NotReachedFromIndoorContext_CurrentlyFails()
+ {
+ var (engine, _) = BuildEngineWithSyntheticRoom();
+ var probe = new PhysicsCameraCollisionProbe(engine);
+
+ var stoppedEye = probe.SweepEye(
+ pivot: PivotWorld,
+ desiredEye: DesiredEye,
+ cellId: IndoorCellId,
+ selfEntityId: 0u);
+
+ // The eye should be stopped before the exterior wall at Y=4.0.
+ // Expected stopped eye Y ≈ 4.0 - ViewerSphereRadius = 3.7.
+ // Pulled-in = |DesiredEye.Y - stoppedEye.Y| should be ≥ 0.5 m.
+ float pulledIn = MathF.Abs(DesiredEye.Y - stoppedEye.Y);
+
+ Assert.True(
+ pulledIn >= MinExpectedPullIn,
+ $"Camera sweep should be stopped by the exterior-shell GfxObj wall at " +
+ $"Y={ExteriorWallY:F1} (registered outdoor/landblock-wide, cellScope=0). " +
+ $"Actual pulled-in: {pulledIn:F4} m (stopped eye Y={stoppedEye.Y:F4}). " +
+ $"CAUSE (b): ShadowObjectRegistry.GetNearbyObjects (ShadowObjectRegistry.cs:480) " +
+ $"returns early when primaryCellId={IndoorCellId:X8} (indoor: low byte 0x{IndoorCellId & 0xFFFF:X4} >= 0x0100), " +
+ $"skipping the outdoor radial sweep that contains the exterior GfxObj. " +
+ $"After ResolveCellId flips to outdoor (sphere Y > {CellBspBoundaryY:F1} + radius), the sweep " +
+ $"runs the outdoor list but the exterior wall polygon is approached from behind " +
+ $"(sphere on back face of Y={ExteriorWallY:F1} polygon). " +
+ $"FIX: exempt IsViewer sweeps from the indoor-primary gate, OR use a direct " +
+ $"BSP ray/sphere cast that tests BOTH cell interior walls AND the exterior GfxObj " +
+ $"regardless of primary-cell-id classification.");
+ }
+
+ // ── Engine + fixture builder ──────────────────────────────────────────
+
+ ///
+ /// Builds a minimal with:
+ ///
+ /// - One synthetic indoor cell (), identity world transform.
+ /// CellBSP boundary at Y=.
+ /// PhysicsBSP is an empty leaf (no interior wall polygons at the target side —
+ /// represents an open portal/doorway toward +Y).
+ /// - One exterior-shell GfxObj registered with cellScope=0
+ /// (landblock-wide, outdoor shadow list). The GfxObj has a wall polygon
+ /// at Y=, representing the cottage exterior shell
+ /// that retail's camera spring-arm should stop on.
+ /// - A stub landblock with terrain far below (Z=-1000) to prevent outdoor
+ /// terrain collision from interfering.
+ ///
+ ///
+ ///
+ /// This fixture directly reproduces the production gap: the issue-#98 fix
+ /// ( early-return at line 480)
+ /// correctly prevents indoor spheres (the PLAYER) from being capped by the landblock-baked
+ /// cottage floor. But it also prevents the camera sphere ()
+ /// from seeing the exterior shell GfxObj — the same fix that closes issue #98 is what
+ /// breaks camera-collision indoors.
+ ///
+ ///
+ private static (PhysicsEngine engine, PhysicsDataCache cache)
+ BuildEngineWithSyntheticRoom()
+ {
+ var cache = new PhysicsDataCache();
+ var engine = new PhysicsEngine { DataCache = cache };
+
+ // ── 1. Indoor cell with open-toward-+Y boundary ────────────────────
+ // PhysicsBSP: empty leaf — no walls on the +Y side. This represents
+ // a room that has a portal (doorway / open passage) toward +Y.
+ // The exterior shell is NOT part of any indoor cell's BSP.
+ var emptyLeaf = new PhysicsBSPNode
+ {
+ Type = BSPNodeType.Leaf,
+ BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 20f },
+ };
+ var emptyBsp = new PhysicsBSPTree { Root = emptyLeaf };
+
+ // CellBSP: splitting plane at Y = CellBspBoundaryY with normal = -Y
+ // (interior is at Y ≤ CellBspBoundaryY).
+ // SphereIntersectsCellBsp returns false when:
+ // dist = dot(-Y, center) + CellBspBoundaryY = CellBspBoundaryY - center.Y
+ // < -(radius + 0.01f)
+ // i.e. center.Y > CellBspBoundaryY + radius + 0.01
+ // For radius=0.3: center.Y > 3.5 + 0.31 = 3.81.
+ var cellBspLeaf = new CellBSPNode { Type = BSPNodeType.Leaf };
+ var cellBspRoot = new CellBSPNode
+ {
+ SplittingPlane = new Plane(new Vector3(0f, -1f, 0f), CellBspBoundaryY),
+ PosNode = cellBspLeaf,
+ };
+
+ var indoorCell = new CellPhysics
+ {
+ BSP = emptyBsp,
+ WorldTransform = Matrix4x4.Identity,
+ InverseWorldTransform = Matrix4x4.Identity,
+ Resolved = new Dictionary(), // no interior walls toward +Y
+ CellBSP = new CellBSPTree { Root = cellBspRoot },
+ Portals = Array.Empty(),
+ PortalPolygons = new Dictionary(),
+ VisibleCellIds = new System.Collections.Generic.HashSet(),
+ };
+ cache.RegisterCellStructForTest(IndoorCellId, indoorCell);
+
+ // ── 2. Exterior shell GfxObj registered OUTDOORS (cellScope=0) ─────
+ // This is the landblock-baked cottage exterior shell. The wall polygon
+ // at Y=ExteriorWallY has its front face pointing INTO the room (-Y normal)
+ // — so from the outside the polygon's front face faces +Y (outward).
+ // When the camera sphere approaches from inside (+Y direction), it hits
+ // the BACK face of this polygon.
+ //
+ // We register it with cellScope=0 (landblock-wide), which puts it in the
+ // outdoor per-cell shadow lists — NOT in the indoor cell's portal-reachable
+ // set. This mirrors how production registers landblock-baked statics:
+ // GameWindow.cs:5899 uses entity.ParentCellId ?? 0u → 0 for top-level statics.
+ const uint ExteriorShellEntityId = 0x00990001u;
+ const uint ExteriorShellGfxId = 0x01AABB01u;
+
+ // Wall polygon at Y=ExteriorWallY, facing INTO the room (normal=-Y).
+ // X ∈ [-3, 3], Z ∈ [93, 99].
+ var wallNormal = new Vector3(0f, -1f, 0f);
+ var wallD = ExteriorWallY;
+ const ushort WallPolyId = 1;
+ var wallPoly = new ResolvedPolygon
+ {
+ Vertices = new[]
+ {
+ new Vector3(-3f, ExteriorWallY, 93f),
+ new Vector3( 3f, ExteriorWallY, 93f),
+ new Vector3( 3f, ExteriorWallY, 99f),
+ new Vector3(-3f, ExteriorWallY, 99f),
+ },
+ Plane = new Plane(wallNormal, wallD),
+ NumPoints = 4,
+ SidesType = CullMode.None, // two-sided: should stop from both directions
+ };
+
+ // GfxObj PhysicsBSP: single leaf containing the exterior wall.
+ var gfxLeaf = new PhysicsBSPNode
+ {
+ Type = BSPNodeType.Leaf,
+ BoundingSphere = new Sphere
+ {
+ Origin = new Vector3(0f, ExteriorWallY, 96f),
+ Radius = 10f,
+ },
+ };
+ gfxLeaf.Polygons.Add(WallPolyId);
+
+ var gfxPhysics = new GfxObjPhysics
+ {
+ BSP = new PhysicsBSPTree { Root = gfxLeaf },
+ PhysicsPolygons = new Dictionary(),
+ Vertices = new VertexArray(),
+ Resolved = new Dictionary { [WallPolyId] = wallPoly },
+ BoundingSphere = new Sphere { Origin = new Vector3(0f, ExteriorWallY, 96f), Radius = 10f },
+ };
+ cache.RegisterGfxObjForTest(ExteriorShellGfxId, gfxPhysics);
+
+ // Register in the OUTDOOR shadow list (cellScope=0 → landblock-wide).
+ // This mirrors production's GameWindow.cs:5893 for landblock-baked statics.
+ engine.ShadowObjects.Register(
+ entityId: ExteriorShellEntityId,
+ gfxObjId: ExteriorShellGfxId,
+ worldPos: new Vector3(0f, ExteriorWallY, 96f),
+ rotation: Quaternion.Identity,
+ radius: 10f,
+ worldOffsetX: 0f,
+ worldOffsetY: 0f,
+ landblockId: LandblockId,
+ collisionType: ShadowCollisionType.BSP,
+ scale: 1.0f,
+ cellScope: 0u); // ← landblock-wide outdoor, NOT indoor cell scope
+
+ // ── 3. Stub landblock: terrain far below ───────────────────────────
+ var heights = new byte[81];
+ var heightTable = new float[256];
+ for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
+ var stubTerrain = new TerrainSurface(heights, heightTable);
+ engine.AddLandblock(
+ landblockId: LandblockId,
+ terrain: stubTerrain,
+ cells: Array.Empty(),
+ portals: Array.Empty(),
+ worldOffsetX: 0f,
+ worldOffsetY: 0f);
+
+ return (engine, cache);
+ }
+}