diff --git a/docs/superpowers/plans/2026-05-20-indoor-bsp-worldorigin-fix.md b/docs/superpowers/plans/2026-05-20-indoor-bsp-worldorigin-fix.md new file mode 100644 index 0000000..bb67fcf --- /dev/null +++ b/docs/superpowers/plans/2026-05-20-indoor-bsp-worldorigin-fix.md @@ -0,0 +1,462 @@ +# Indoor BSP World-Origin Fix Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Stop indoor BSP step-down + Path-4 land from writing local-space `ContactPlane`s by passing the cell's actual world rotation + world origin to `BSPQuery.FindCollisions`. + +**Architecture:** Single-call-site mechanical fix at `TransitionTypes.cs:1442`. Decompose `cellPhysics.WorldTransform` once, pass the rotation as `localToWorld` and the translation as `worldOrigin`. Mirrors the existing correct pattern at `:1808` for object BSP queries. + +**Tech Stack:** C# .NET 10, xUnit, `System.Numerics.Matrix4x4.Decompose`, existing `BSPQuery` / `Transition` / `CellPhysics` types. + +**Spec:** [`docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md`](../specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md) + +--- + +## File Structure + +**Files to modify:** + +- `src/AcDream.Core/Physics/TransitionTypes.cs` — Single call site at `:1442`. Add 8-10 lines for `Matrix4x4.Decompose` + updated arg list. + +**Files to extend:** + +- `tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs` — Add one regression test (~50 lines including fixture builder) at the end of the file. Verifies `BSPQuery.FindCollisions` with `path.StepDown=true` + non-identity `localToWorld` + non-zero `worldOrigin` writes a world-space `ContactPlane`. + +**No files created.** No files deleted (Bug A's `TryFindIndoorWalkablePlane` removal is a separate slice — out of scope for this plan). + +--- + +## Task 1: Add regression test — BSPQuery.FindCollisions Path 3 with translated cell + +This test verifies the BSPQuery API's correctness when called with non-identity world transforms — it documents the expected behavior and guards against future regressions in `BSPQuery`. It will already pass before the fix at `:1442` (because `BSPQuery` itself is correct when called correctly), but it locks in the contract. + +**Files:** +- Modify: `tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs` — append a new test method after the existing `FindWalkableSphere_SteepPoly_RejectedByWalkableAllowance` test (the last one in the file, around line 421). + +- [ ] **Step 1: Write the failing test** + +Append to `tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs` (after the last test method, before the closing `}` of the class): + +```csharp + // ========================================================================= + // FindCollisions — world-origin / world-rotation correctness (spec 2026-05-20) + // ========================================================================= + + /// + /// Build a single-leaf BSP with one horizontal floor polygon at the given + /// cell-local Z. Vertex array forms a 4x4 m square centered at cell-local + /// (0, 0). + /// + private static (PhysicsBSPNode root, Dictionary resolved) + BuildSingleFloorBsp(float floorZ) + { + var verts = new[] + { + new Vector3(-2f, -2f, floorZ), + new Vector3( 2f, -2f, floorZ), + new Vector3( 2f, 2f, floorZ), + new Vector3(-2f, 2f, floorZ), + }; + + var root = new PhysicsBSPNode + { + Type = BSPNodeType.Leaf, + BoundingSphere = new Sphere + { + Origin = new Vector3(0f, 0f, floorZ), + Radius = 3f, + }, + }; + root.Polygons.Add(0); + + var resolved = new Dictionary + { + [0] = new ResolvedPolygon + { + Vertices = verts, + Plane = new Plane(Vector3.UnitZ, -floorZ), + NumPoints = 4, + SidesType = CullMode.None, + }, + }; + + return (root, resolved); + } + + [Fact] + public void FindCollisions_StepDown_TranslatedWorldOrigin_WritesWorldSpacePlane() + { + // Cell is translated +94 m in world Z (i.e., the cell-local floor at + // Z=0 sits at world Z=94). This mirrors the Holtburg cottage scenario + // captured in launch-cp-probe.log (cell 0xA9B40150, floor world + // Z≈94.02). + var (root, resolved) = BuildSingleFloorBsp(floorZ: 0f); + + var transition = new Transition(); + transition.SpherePath.WalkableAllowance = PhysicsGlobals.FloorZ; + transition.SpherePath.WalkInterp = 1.0f; + transition.SpherePath.StepDown = true; + transition.SpherePath.StepDownAmt = 0.5f; + + // Foot sphere in cell-local space: just above the floor. + var localSphere = new Sphere + { + Origin = new Vector3(0f, 0f, 0.48f), + Radius = 0.48f, + }; + + var state = BSPQuery.FindCollisions( + root, + resolved, + transition, + localSphere, + localSphere1: null, + localCurrCenter: localSphere.Origin, + localSpaceZ: Vector3.UnitZ, + scale: 1.0f, + localToWorld: Quaternion.Identity, + engine: null, + worldOrigin: new Vector3(0f, 0f, 94f)); + + // Path 3 step-down should fire and adjust the sphere onto the floor. + Assert.Equal(TransitionState.Adjusted, state); + + // ContactPlane must be in world space: normal stays (0,0,1) since the + // cell rotation is identity; D = -world_floor_Z = -94. + Assert.True(transition.CollisionInfo.ContactPlaneValid); + Assert.Equal(1.0f, transition.CollisionInfo.ContactPlane.Normal.Z, precision: 3); + Assert.Equal(-94.0f, transition.CollisionInfo.ContactPlane.D, precision: 2); + } +``` + +- [ ] **Step 2: Run the test to verify it passes** + +Run: +```powershell +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --nologo --filter "FullyQualifiedName~FindCollisions_StepDown_TranslatedWorldOrigin" +``` + +Expected: +``` +Passed! - Failed: 0, Passed: 1, Skipped: 0, Total: 1 +``` + +If it fails, examine the assertion output. The most likely failure mode: `TransitionState.OK` instead of `Adjusted` — means the step-down didn't adjust onto the floor. Adjust `StepDownAmt` / sphere position to ensure the sphere center is within `radius` of the floor plane so `find_walkable` accepts the contact. + +- [ ] **Step 3: Commit** + +```powershell +git add tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs +git commit -m "test(physics): BSPQuery.FindCollisions writes world-space plane with translated origin + +Regression test for indoor BSP world-origin fix (Bug B). Verifies that +BSPQuery.FindCollisions with path.StepDown=true and a non-zero +worldOrigin parameter writes a world-space ContactPlane to +CollisionInfo (not a cell-local-space one). + +Passes before the call-site fix at TransitionTypes.cs:1442 because +BSPQuery itself is correct when called with the right args — it's the +caller that was passing the defaults. This test locks in the BSPQuery +contract so the relationship between worldOrigin/localToWorld input and +ContactPlane.D output cannot regress silently. + +Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md. + +Co-Authored-By: Claude Opus 4.7 (1M context) " +``` + +--- + +## Task 2: Apply the call-site fix + +Decompose `cellPhysics.WorldTransform` and pass the rotation + translation to `BSPQuery.FindCollisions`. This is the actual bug fix. + +**Files:** +- Modify: `src/AcDream.Core/Physics/TransitionTypes.cs:1442` — the BSP collision call inside the indoor branch of `FindEnvCollisions`. Replace the 10-arg invocation with a Decompose + 11-arg invocation including `localToWorld` + `worldOrigin`. + +- [ ] **Step 1: Read the current call site for exact context match** + +Read `src/AcDream.Core/Physics/TransitionTypes.cs` lines 1430-1455 to confirm the exact whitespace and surrounding code. (We need the exact `old_string` for the Edit tool.) + +- [ ] **Step 2: Apply the edit** + +Use Edit on `src/AcDream.Core/Physics/TransitionTypes.cs`: + +`old_string`: +```csharp + // Use the full 6-path BSP dispatcher for retail-faithful collision. + // Use pre-resolved polygons (vertices+planes computed at cache time). + var cellState = BSPQuery.FindCollisions( + cellPhysics.BSP.Root, + cellPhysics.Resolved, + this, + localSphere, + localSphere1, + localCurrCenter, + Vector3.UnitZ, // local space Z is up + 1.0f, // scale = 1.0 for cell geometry + Quaternion.Identity, + engine); // engine needed for Path 5 step-up +``` + +`new_string`: +```csharp + // Use the full 6-path BSP dispatcher for retail-faithful collision. + // Use pre-resolved polygons (vertices+planes computed at cache time). + // + // 2026-05-20 (Bug B fix): pass the cell's world rotation + + // translation so the BSP's internal find_walkable / + // step_sphere_down / Path-4 land write world-space ContactPlanes + // (NOT cell-local). The prior call passed Quaternion.Identity + // and defaulted worldOrigin = Vector3.Zero — which corrupted + // every Path 3 + Path 4 CP write inside an indoor cell with + // D ≈ 0 instead of D = -world_floor_Z. Mirrors the existing + // correct pattern at the FindObjCollisions call site. + // + // Retail oracle: BSPTREE::find_collisions (decomp + // acclient_2013_pseudo_c.txt:323924) calls Plane::localtoglobal + // (:323921) before set_contact_plane. Our TransformNormal + + // TransformVertices + BuildWorldPlane chain is the equivalent + // — it just needs the right rotation + origin. + Quaternion cellRotation; + Vector3 cellOrigin; + if (Matrix4x4.Decompose(cellPhysics.WorldTransform, out _, out cellRotation, out cellOrigin)) + { + // Clean decompose — use the extracted rotation + translation. + } + else + { + // Matrix has shear or other non-decomposable parts. EnvCell + // WorldTransform is always rigid rotation + translation per + // the dat format, so this branch should never fire. Log a + // one-shot warning + fall back to identity rotation + + // .Translation so we degrade to "translation-only" instead + // of the original "both broken". + Console.WriteLine(System.FormattableString.Invariant( + $"[indoor-bsp] WARN cellPhysics.WorldTransform did not decompose cleanly for cell 0x{sp.CheckCellId:X8} — falling back to identity rotation")); + cellRotation = Quaternion.Identity; + cellOrigin = cellPhysics.WorldTransform.Translation; + } + + var cellState = BSPQuery.FindCollisions( + cellPhysics.BSP.Root, + cellPhysics.Resolved, + this, + localSphere, + localSphere1, + localCurrCenter, + Vector3.UnitZ, // local space Z is up + 1.0f, // scale = 1.0 for cell geometry + cellRotation, + engine, // engine needed for Path 5 step-up + worldOrigin: cellOrigin); +``` + +- [ ] **Step 3: Build to verify the change compiles** + +Run: +```powershell +dotnet build -c Debug +``` + +Expected: `Build succeeded.` with 0 errors. Warnings unchanged from baseline (3 pre-existing xUnit warnings). + +- [ ] **Step 4: Run the regression test (Task 1's) to verify it still passes** + +Run: +```powershell +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --no-build --nologo --filter "FullyQualifiedName~FindCollisions_StepDown_TranslatedWorldOrigin" +``` + +Expected: +``` +Passed! - Failed: 0, Passed: 1, Skipped: 0, Total: 1 +``` + +(The Task 1 test exercises `BSPQuery` directly; this fix is at the caller, so the test still passes.) + +--- + +## Task 3: Run the broader physics test suite — confirm no regressions + +Verify the existing 8-failure baseline is unchanged (2 BSPStepUp + 6 MotionInterpreter pre-existing failures, all unrelated to this fix). + +- [ ] **Step 1: Run all physics tests** + +Run: +```powershell +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --no-build --nologo --filter "FullyQualifiedName~Physics" +``` + +Expected: +``` +Failed! - Failed: 8, Passed: ...(at least 405), Skipped: 0, Total: ... +``` + +The 8 failures are the documented baseline. If you see 9+ failures or different failure names, the fix introduced a regression — investigate before continuing. + +- [ ] **Step 2: Cross-check the failures match the baseline** + +Verify the failed test names match this set (no new failures, no new passes that were previously failing): + +Expected failing tests: +``` +AcDream.Core.Tests.Physics.MotionInterpreterTests.GetMaxSpeed_WalkForward_ReturnsWalkAnimSpeed +AcDream.Core.Tests.Physics.MotionInterpreterTests.GetMaxSpeed_Idle_ReturnsZero +AcDream.Core.Tests.Physics.MotionInterpreterTests.GetMaxSpeed_WalkBackward_ReturnsWalkAnimSpeedTimesBackwardsFactor +AcDream.Core.Tests.Physics.MotionInterpreterTests.GetMaxSpeed_* (3 more) +AcDream.Core.Tests.Physics.BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide +AcDream.Core.Tests.Physics.BSPStepUpTests.* (1 more) +``` + +If the failing-test list has changed, stop and investigate. The fix should not affect motion-interpreter or step-up behavior. + +--- + +## Task 4: Commit the fix + +- [ ] **Step 1: Stage the modified file** + +```powershell +git add src/AcDream.Core/Physics/TransitionTypes.cs +git status +``` + +Expected `git status`: +``` +Changes to be committed: + modified: src/AcDream.Core/Physics/TransitionTypes.cs +``` + +(Only `TransitionTypes.cs` should be staged. If the test file appears, it was already committed in Task 1.) + +- [ ] **Step 2: Commit with the spec's commit message** + +```powershell +git commit -m "fix(physics): pass cell world-transform to indoor BSP collision + +Indoor cell BSP queries at TransitionTypes.cs:1442 were calling +BSPQuery.FindCollisions with Quaternion.Identity + defaulted +Vector3.Zero worldOrigin. Inside the BSP, Path 3 (step_sphere_down) +and Path 4 (land-on-surface) use those params to build the +world-space ContactPlane. Result: planes written with D ~ 0 instead +of the cell's world floor Z (e.g. -94.02 for Holtburg cottages). +320 corrupt CP writes per Holtburg session per the [cp-write] probe. + +Fix: decompose cellPhysics.WorldTransform once at the call site, +pass the rotation as localToWorld and the translation as +worldOrigin. Mirrors the existing correct pattern at :1808 +(FindObjCollisions, passes obj.Rotation + obj.Position). + +Retail oracle: BSPTREE::find_collisions (acclient_2013_pseudo_c.txt:323924) +calls Plane::localtoglobal at :323921 before set_contact_plane. +Our TransformNormal + TransformVertices + BuildWorldPlane chain is +the equivalent — it just needs the right rotation + origin. + +Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md. +Evidence: launch-cp-probe.log capture 2026-05-20, [cp-write] probe. + +Co-Authored-By: Claude Opus 4.7 (1M context) " +``` + +- [ ] **Step 3: Verify commit landed cleanly** + +```powershell +git log --oneline -3 +``` + +Expected: top of log shows the fix commit, followed by the regression-test commit from Task 1, followed by `865634f docs(spec): indoor BSP world-origin / world-rotation fix (Bug B)`. + +--- + +## Task 5: Hand off to user for visual verification + +The fix's acceptance test is visual + probe-equivalence. The user drives the client and confirms (a) `[cp-write] caller=BSPQuery.StepSphereDown:1123` lines now show correct world-Z D values, and (b) indoor walking visual scenarios behave better. + +- [ ] **Step 1: Confirm graceful-logout state** + +Before launching, check no stale acdream client is running (per CLAUDE.md's logout-before-reconnect rules). Run: +```powershell +Get-Process -Name AcDream.App -ErrorAction SilentlyContinue +``` + +If a process is listed, close it gracefully first: +```powershell +$proc = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue +if ($proc) { + $proc.CloseMainWindow() | Out-Null + $proc.WaitForExit(5000) | Out-Null +} +Start-Sleep -Seconds 3 +``` + +- [ ] **Step 2: Tell the user the launch command** + +Show the user (do NOT auto-launch — user retains control here): + +> Fix landed. Ready for visual verification. Launch with the probe flags on: +> +> ```powershell +> $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" +> $env:ACDREAM_LIVE = "1" +> $env:ACDREAM_TEST_HOST = "127.0.0.1" +> $env:ACDREAM_TEST_PORT = "9000" +> $env:ACDREAM_TEST_USER = "testaccount" +> $env:ACDREAM_TEST_PASS = "testpassword" +> $env:ACDREAM_DEVTOOLS = "1" +> $env:ACDREAM_PROBE_INDOOR_BSP = "1" +> $env:ACDREAM_PROBE_CONTACT_PLANE = "1" +> dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch-cp-probe-postfix.log" +> ``` +> +> Walk these scenarios (~30 seconds each): +> 1. **Cottage entry** (outdoor → indoor) +> 2. **Indoor standstill** for ~10 seconds (stationary case — may still glitch; that's Bug A, expected) +> 3. **2nd-floor walking** (primary success criterion for Bug B) +> 4. **Cellar descent** +> 5. **Single-floor cottage walk** (regression check) +> +> Then close the window (CloseMainWindow path for graceful logout). I'll grep the new log for the `StepSphereDown:1123` lines and confirm the D values are now correct. + +- [ ] **Step 3: Read + analyze the post-fix log** + +After the user closes the window, run: + +```powershell +Get-Content launch-cp-probe-postfix.log -Encoding Unicode | Out-File launch-cp-probe-postfix.utf8.log -Encoding utf8 +``` + +Then use Bash: +```bash +echo "=== StepSphereDown D distribution (post-fix) ===" +grep -E 'caller=BSPQuery\.StepSphereDown' launch-cp-probe-postfix.utf8.log | grep -oE 'D=[-0-9.]+' | sort | uniq -c | sort -rn | head -10 +echo "=== Caller distribution (compare to pre-fix) ===" +grep -oE 'caller=[A-Za-z_.:0-9]+' launch-cp-probe-postfix.utf8.log | sort | uniq -c | sort -rn | head -10 +echo "=== indoor-walkable result distribution (should be ~same; Bug A still active) ===" +grep -oE '\[indoor-walkable\].*result=[A-Z]+' launch-cp-probe-postfix.utf8.log | grep -oE 'result=[A-Z]+' | sort | uniq -c +``` + +Expected: +- StepSphereDown D values cluster around realistic floor Z values (-94.0, -94.02, etc., depending on the cell), NOT D=-0.000. +- StepSphereDown caller count is similar to pre-fix (~320) OR much lower (the `Plane`-equality suppression in the property setter hides duplicate writes; if seed and BSP-write both produce the same world plane, only the seed shows up). +- indoor-walkable MISS/HIT ratio still ~99% MISS (Bug A unchanged). + +- [ ] **Step 4: Hand off to the user with the assessment** + +Tell the user one of: + +**On success (D values now correct):** +> Probe-equivalence verified — StepSphereDown D values are now world-Z (e.g. -94.02), not -0.000. Bug B closed. Visual report? If 2nd-floor walking is stabler but stationary cases (cellar entry, indoor standstill) still glitch, that's Bug A — next slice. If you saw the M2-critical indoor scenarios work end-to-end, we can decide whether to ship Bug A as a follow-up phase or punt to post-M2 polish. + +**On failure (D values still wrong):** +> StepSphereDown D values are still wrong (showing X / -0.000 / etc.). The Decompose path either didn't fire or extracted the wrong values. Investigate: check what `cellPhysics.WorldTransform` actually looks like for the affected cells (might need a one-shot `[cell-transform]` probe). + +--- + +## Self-review (run after writing this plan) + +- **Spec coverage:** Plan covers the spec's Fix section (Task 2), Verification section (Task 3 + Task 5), and the call-site change (Task 2). The risk R1 (cell scale) is acknowledged in-spec but no plan task — fine, deferred. Risk R2 (Decompose returns false) handled inline in Task 2's `else` branch. Risk R3 + R4 informational; no plan task needed. +- **Placeholder scan:** No TBD/TODO. Every code block is complete. Commands have exact expected output strings. +- **Type consistency:** `cellRotation` (Quaternion), `cellOrigin` (Vector3), `cellPhysics.WorldTransform` (Matrix4x4) — consistent across Task 2. +- **Test coverage:** Task 1 covers BSPQuery API regression. Visual verification (Task 5) covers the call-site fix. Acceptable per project convention for one-line mechanical fixes with probe evidence. +- **Bug A is explicitly out of scope.** Plan acknowledges it (Task 5 step 4) and defers to a future slice.