docs(spec): Indoor walking Phase 1 — BSP cluster design
Brainstormed spec for the next indoor follow-up phase: surfacing root causes for ISSUES.md #84 (blocked by air) + #85 (pass through walls outside→in) + #86 (click selection penetrates walls). Diagnostic-first single capture pass; one [indoor-bsp] probe in FindEnvCollisions, then surgical fixes (one commit per issue). Mirrors the indoor cell rendering Phase 1+2 pattern that landed earlier today. #86's root cause is already pinned by code reading (WorldPicker has no cell-BSP test) — its fix is structural and doesn't need capture data. #78 (outdoor stabs through floor) is in the same handoff cluster but defers to a separate phase — different code path (render visibility). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Indoor Walking Phase 1 — BSP cluster (#84 / #85 / #86)
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**Status:** Brainstormed 2026-05-19. Awaiting user spec review before plan.
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**Scope:** Diagnostic-first investigation pass across the three "indoor walking is broken" bugs that share a cell-BSP / picker root-cause cluster. Surface evidence with a single probe + one capture session, then ship surgical fixes (one commit per issue).
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**Predecessors:**
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- Indoor cell rendering Phase 1 (`docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md`) — the five `[indoor-*]` render-side probes.
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- Indoor cell rendering Phase 2 (`docs/superpowers/specs/2026-05-19-phase2-indoor-cell-rendering-fix-design.md`) — silent-failure surfacing + WB Setup-prefix guard. Made floors render.
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- Handoff: `docs/research/2026-05-19-indoor-followup-handoff.md`.
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The indoor cell rendering Phase 1+2 pair made floors render. The moment floors rendered, nine pre-existing indoor bugs (`docs/ISSUES.md` #78-#86) became user-observable. This phase tackles the **BSP cluster** subset: #84, #85, #86.
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`#78` (outdoor stabs visible through floor) is in the same handoff cluster but a fundamentally different code path (render-side visibility / stencil), so it's deferred to a separate phase. `#79-#83` (lighting / terrain / stairs) are in different clusters.
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---
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## 1. What we know from the code
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Pre-investigation reads (2026-05-19) of the three issue surfaces:
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### `#84` (blocked by air indoors) — cell BSP IS consulted
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The handoff hypothesized "cell BSP isn't being used". Code reading says otherwise:
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- **Cell BSP IS cached.** `PhysicsDataCache.CacheCellStruct` ([src/AcDream.Core/Physics/PhysicsDataCache.cs:131](src/AcDream.Core/Physics/PhysicsDataCache.cs:131)) stores `BSP`, `PhysicsPolygons`, `Vertices`, `WorldTransform`, `InverseWorldTransform`, and pre-resolved polygons (planes computed at cache time).
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- **Cell BSP IS consulted in collision.** `Transition.FindEnvCollisions` ([src/AcDream.Core/Physics/TransitionTypes.cs:1188-1241](src/AcDream.Core/Physics/TransitionTypes.cs:1188)) has an explicit indoor branch gated on `cellLow >= 0x0100` that:
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1. Looks up `cellPhysics` via `engine.DataCache.GetCellStruct(sp.CheckCellId)`,
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2. Transforms the player's sphere to cell-local space via `InverseWorldTransform`,
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3. Calls `BSPQuery.FindCollisions` with the cell's pre-resolved polys,
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4. Returns `cellState` if `!= OK`.
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So #84's root cause is not "wiring missing". It's one of: (a) extra physics-only polys with no visible counterpart, (b) `+0.02f` Z-bump misalignment between cellTransform (applied to physics) and player Z (computed from terrain), (c) `BSPQuery` returning false positives at certain poly side-types, (d) `cellTransform` quaternion error on rotated cells. Capture data will pin which.
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### `#85` (pass through walls outside→in) — likely asymmetric path
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Walking outside-in keeps `CheckCellId` as the outdoor land cell (low byte `0x00xx-0x00FF`), so the indoor cell-BSP branch at TransitionTypes.cs:1192 is **gated out by design** (`cellLow >= 0x0100` is false). The only collision tested on the outside-in approach is:
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- **Terrain** (always tested),
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- **Outdoor stab BSPs** ([`PhysicsDataCache.GetGfxObj`](src/AcDream.Core/Physics/PhysicsDataCache.cs) for `LandBlockInfo.Objects`) — building stab is hit via `FindObjCollisions`.
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L.2d slice 1+1.5 ported `CBuildingObj` collision (per CLAUDE.md), so the outer building shell SHOULD be hit. If #85 reproduces, hypotheses:
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1. The outdoor stab BSP for the Inn covers floor+roof but is missing wall polys (authoring shape — retail's interior cells own the walls, outdoor shell is a partial envelope).
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2. The outdoor stab BSP has wall polys but with one-sided normals; outside approach hits the back face which BSP treats as "behind plane" → no collision (`feedback_no_patching_collision` memory's faithful-port rule means we'd need to follow retail's handling).
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3. The L.2g dynamic-physics-state flag work doesn't include outdoor building shells in the collision sweep for the player's CheckCellId.
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4. **Retail's actual behavior** may be that outside-in BSP probing queries the EnvCell's BSP across the cell boundary — retail's `CCellStructure::find_env_collisions` may walk neighbor-cell BSPs.
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### `#86` (click selection penetrates walls) — root cause definitively pinned by code reading
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`WorldPicker.Pick` ([src/AcDream.Core/Selection/WorldPicker.cs:88-160](src/AcDream.Core/Selection/WorldPicker.cs:88), and the screen-rect overload at line 202) is **pure ray-sphere against entity AABBs**. There is no cell BSP test, no scenery BSP test, no terrain test. Any entity along the ray within `maxDistance` is a candidate; nothing occludes.
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No probe needed for #86. Fix is structural: add a cell-BSP ray-poly occlusion test that runs once per `Pick` call and culls entities whose ray-distance exceeds the nearest wall hit.
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---
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## 2. The three issues
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| # | Title | Code path | Fix shape |
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|---|---|---|---|
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| #84 | Blocked by air indoors | `Transition.FindEnvCollisions` cell branch | TBD — pinned by probe capture |
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| #85 | Pass through walls outside→in | `FindObjCollisions` outdoor-stab path or cross-cell BSP probing | TBD — pinned by probe capture |
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| #86 | Click selection penetrates walls | `WorldPicker.Pick` (both overloads) | Add cell-BSP ray-poly occlusion test |
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---
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## 3. Architecture
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```
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[indoor-bsp] probe
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↓
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┌───────────────────┴────────────────────┐
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▼ ▼
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Movement path Picker path
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(FindEnvCollisions cell branch) (WorldPicker.Pick)
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│ │
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├─→ #84: blocked by air └─→ #86: click through walls
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└─→ #85: pass through walls (cause already pinned by code reading)
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(cause TBD — needs capture)
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```
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The probe spans only the movement path. #86's diagnosis is already known; its fix is independent of the capture and can land in parallel.
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---
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## 4. Components
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### Component 1 — `PhysicsDiagnostics.IndoorBspEnabled`
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New static toggle on `AcDream.Core.Physics.PhysicsDiagnostics`. Mirrors the existing `ResolveProbeEnabled` / `CellProbeEnabled` pattern:
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- Backed by `ACDREAM_PROBE_INDOOR_BSP` env var read once at startup.
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- Mutable at runtime via the DebugPanel checkbox.
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- Zero-cost when off — checked before any string formatting.
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Also extends `PhysicsDiagnostics.IndoorAllEnabled` cascading the way Phase 1 cascaded the render-side `ACDREAM_PROBE_INDOOR_ALL`.
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### Component 2 — `[indoor-bsp]` log site
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One `Console.WriteLine` block in `Transition.FindEnvCollisions` ([TransitionTypes.cs:1222](src/AcDream.Core/Physics/TransitionTypes.cs:1222)), wrapping the existing `BSPQuery.FindCollisions` call. Captured fields per call:
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| Field | Source | Why |
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|---|---|---|
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| `cellId` | `sp.CheckCellId` | Which cell's BSP was queried (hex, full 32-bit) |
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| `localPos` | `localCenter` | Sphere foot center in cell-local space (3 floats) |
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| `localPrevPos` | `localCurrCenter` | Sphere previous-frame foot center in cell-local space |
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| `worldPos` | `footCenter` | Sphere foot center in world space (for cross-ref with user-reported spot) |
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| `result` | `cellState` | `TransitionState` enum (`OK` / `Collided` / etc.) |
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| `polyId` | `ci.LastHitCellPolyId` (NEW field if needed) | Which cell poly was hit, if any |
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| `polyNormal` | `cellPhysics.Resolved[polyId].Plane.Normal` | Local-space normal (3 floats) — diagnoses one-sided / orientation bugs |
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| `sidesType` | `cellPhysics.Resolved[polyId].SidesType` | `Front` / `Back` / `Both` — diagnoses #85 candidate |
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| `walkable` | `ci.LastKnownContactPlaneValid` | Walkable surface tracking state |
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Log line format (one line, pipe-separated, machine-greppable):
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```
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[indoor-bsp] cell=0xA9B40100 wpos=(82.45,71.23,1.04) lpos=(0.45,2.10,1.02) result=Collided poly=0x0042 n=(0.00,1.00,0.00) sides=Front walkable=true
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```
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If `BSPQuery.FindCollisions` doesn't already expose the hit poly id, the log fields shrink to what's available without expanding the BSPQuery API. A separate small change to surface `lastHitPolyId` from `BSPQuery` would be in-scope for this phase if needed.
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### Component 3 — DebugPanel checkbox
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Adds a checkbox row in the DebugPanel's Diagnostics section (already hosts the L.2a `Resolve` and `Cell-transit` toggles, plus the Phase 1 `Indoor walk/cull/upload/lookup/xform` toggles). Surface area: ~3 lines. No new file.
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### Component 4 — `WorldPicker` cell-BSP occluder
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Two implementation options:
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**Option C1 — Inline in `WorldPicker.Pick`.** Add a `cellOccluder` callback parameter `Func<Vector3, Vector3, float>?` that returns the nearest wall-hit `t` along the ray (or `float.PositiveInfinity` if no hit). Inside `Pick`, after computing the entity hit `t`, gate by `entityHit < cellOccluder(origin, direction)`.
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**Option C2 — Separate `CellBspRayOccluder` static class.** New file `src/AcDream.Core/Selection/CellBspRayOccluder.cs`. Function `NearestWallT(Vector3 origin, Vector3 direction, IEnumerable<CellPhysics> loadedCells)` — Möller-Trumbore ray-triangle against each cell's resolved polys, returns nearest `t`. WorldPicker calls it once per `Pick` invocation.
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**Recommend C2.** Reasons: testable in isolation (synthetic cell + ray); two `WorldPicker.Pick` overloads share one implementation; future picker improvements (entity body refine, scenery BSP refine) get a parallel structure to copy.
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The caller (`GameWindow` Use/Select handlers) must supply the loaded `CellPhysics` set. `PhysicsDataCache` already has `GetCellStruct(id)` so the caller iterates currently-loaded `LoadedCell` ids from `CellVisibility._cellLookup` (Holtburg radius 4 keeps maybe 80 cells loaded — fast Möller-Trumbore).
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### Component 5 — Fix patches (TBD)
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Concrete commits drafted only after capture data lands. Candidates by issue:
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**#84**:
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- Remove `+0.02f` Z bump from the physics-side `cellTransform` while keeping it for render's `cellMeshRef` (separate transforms). Or apply the bump symmetrically (also bump player Z by `+0.02f` when entering an indoor cell).
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- Filter out physics-only polys with no visible counterpart, IF capture data shows phantom polys are the issue.
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- Patch `BSPQuery.FindCollisions` side-type handling, IF capture data shows specific side-types misbehaving.
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**#85**:
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- Port retail's outside-in BSP cross-cell probing — query an EnvCell's BSP from an outdoor cell when the sphere overlaps the EnvCell's world AABB. Reference: PDB-named `CCellStructure::find_env_collisions` and neighbors.
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- OR ensure outdoor building-shell stab BSPs include wall polys with two-sided handling.
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- Path picked from capture evidence + decomp grep.
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---
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## 5. Data flow
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### Capture session
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User runs the canonical Holtburg launch (`ACDREAM_LIVE=1`, `+Acdream` char) with `ACDREAM_PROBE_INDOOR_BSP=1` + `ACDREAM_PROBE_RESOLVE=1` (latter already shipped from L.2a). Three scripted scenarios:
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1. **Inside Inn walkaround (~30 s)** — walk slowly around the common room, attempt to reproduce #84. Note world-position when an invisible block happens.
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2. **Outside-in approach (~30 s)** — stand 5+ m west of the Inn, sprint at the west wall. Reproduce #85.
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3. **Inside-out sanity (~30 s)** — stand inside, walk into east wall from interior. This SHOULD block (per issue text); confirms inside-out path works.
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Total launch: one. Captures all three.
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### Offline analysis
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```
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grep "\[indoor-bsp\]" launch.log | head -200 # see what fired during scenario 1
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grep "\[resolve\]" launch.log | grep "obj=0x" # see which objects were hit during scenario 2
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grep "\[cell-transit\]" launch.log # confirm cell ids during transitions
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```
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Diagnosis per issue:
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- **#84**: in scenario-1 lines, find `result=Collided` events where world-pos is in open space (no visible wall). Cross-ref `polyId` with the cell's `cellStruct.PhysicsPolygons` to identify what the offending poly is. Compare its local-Z with player's local-Z to test the Z-bump hypothesis.
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- **#85**: in scenario-2 lines, expect zero `[indoor-bsp]` events (gated out). Check `[resolve]` lines for the moment the player crosses the wall plane — did `FindObjCollisions` fire for any building stab? If yes, what poly? If no, the outdoor stab path is missing wall geometry → fix shape is the cross-cell BSP probing.
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- **#86**: no capture needed. Code reading already pinned the cause; fix is structural.
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### Fix application
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Per CLAUDE.md "no workarounds" rule:
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- The probe data must point at one specific code site before any fix lands.
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- Each fix commit cites the evidence in its message ("`[indoor-bsp] cell=0x... wpos=... poly=... n=...` — the poly at local-Z=0.0 is the floor poly; player local-Z=-0.02 from the +0.02f bump puts foot below floor → spurious floor-up push at cell boundary").
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- No try/catch swallow, no early-return guard at the symptom site.
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---
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## 6. Commit shape
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```
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1. feat(physics): Cluster A — indoor BSP collision probe
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- PhysicsDiagnostics.IndoorBspEnabled toggle + env var + DebugPanel checkbox
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- [indoor-bsp] log site in TransitionTypes.FindEnvCollisions cell branch
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- (if needed) BSPQuery.LastHitPolyId surfacing
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[CAPTURE SESSION — user-driven, no commit]
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2. fix(physics): Cluster A #84 — <root cause from probe>
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- One surgical change to TransitionTypes / GameWindow / BSPQuery
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- Commit message cites probe evidence line
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- Closes ISSUES.md #84
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3. fix(physics): Cluster A #85 — <root cause from probe + decomp>
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- One surgical change to TransitionTypes or PhysicsDataCache
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- Commit message cites probe evidence + retail decomp anchor
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- Closes ISSUES.md #85
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4. fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker
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- New CellBspRayOccluder static class (Option C2)
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- WorldPicker.Pick (both overloads) consults occluder before returning hit
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- Unit test covering synthetic wall-between-camera-and-entity case
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- Closes ISSUES.md #86
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5. docs(roadmap+issues): Cluster A shipped — close #84/#85/#86, update roadmap
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- ISSUES.md moves three issues to Recently closed
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- docs/plans/2026-04-11-roadmap.md shipped table updated
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- CLAUDE.md "Currently in Phase L.2..." line advanced if appropriate
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```
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Visual verification gate sits between commits 4 and 5. User confirms each acceptance criterion in the live client before closing.
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---
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## 7. Files touched
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**Definite:**
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- `src/AcDream.Core/Physics/PhysicsDiagnostics.cs` — new `IndoorBspEnabled` toggle.
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- `src/AcDream.Core/Physics/TransitionTypes.cs` — `[indoor-bsp]` log site at the cell branch.
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- `src/AcDream.App/UI/Panels/DebugPanel.cs` (or wherever the diagnostics checkboxes live) — UI toggle.
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- `src/AcDream.Core/Selection/WorldPicker.cs` — call the new occluder.
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- `src/AcDream.Core/Selection/CellBspRayOccluder.cs` — new file.
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- `src/AcDream.App/Rendering/GameWindow.cs` — wire `LoadedCell` set / `CellPhysics` enumeration into the Use/Select handlers' picker calls.
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- `tests/AcDream.Core.Tests/Selection/WorldPickerCellOcclusionTests.cs` — new unit test for #86 fix.
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- `docs/ISSUES.md` — close #84/#85/#86.
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- `docs/plans/2026-04-11-roadmap.md` — shipped table entry.
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**TBD (depends on capture):**
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- `src/AcDream.App/Rendering/GameWindow.cs:5362` (+0.02f Z bump site).
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- `src/AcDream.Core/Physics/BSPQuery.cs`.
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- `src/AcDream.Core/Physics/PhysicsDataCache.cs`.
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---
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## 8. Error handling
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- Probe always behind `PhysicsDiagnostics.IndoorBspEnabled`. Zero-cost when off.
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- Probe writes to `Console.WriteLine`, captured by the launch.log `Tee-Object` pipe (matches existing probe convention).
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- `CellBspRayOccluder` returns `float.PositiveInfinity` when no cells are loaded (outdoor camera). Picker behaves exactly as today in that case.
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- No try/catch around fix sites. If a fix doesn't behave, the user reports the residual symptom and the probe re-fires to identify the new cause.
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---
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## 9. Testing
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### Unit tests
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- **`WorldPickerCellOcclusionTests`** (new): synthetic `CellPhysics` with one wall poly between origin and an entity at 5 m. `Pick` returns null. Remove the wall — `Pick` returns the entity. Verifies the occluder is wired and triangulates correctly.
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- **`CellBspRayOccluderTests`** (new): direct unit tests for the Möller-Trumbore intersection — ray hits poly front, back, edge, miss, parallel-to-poly. Standard ray-triangle coverage.
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- **Existing tests**: `dotnet test` green. `WorldPickerTests` + `WorldPickerRectOverloadTests` + all `BSPQuery` tests must remain green.
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### Visual verification (user-driven)
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Three checks, one per issue:
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1. **#84 acceptance** — User walks the common-room loop in Holtburg Inn. No invisible blocks. Probe shows no `TransitionState != OK` events at positions away from visible walls/furniture.
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2. **#85 acceptance** — User stands 5+ m west of the Inn, runs at the west wall. Player blocks at the wall plane (within ~0.05 m of the visible wall surface). User cannot enter the building except via a door portal.
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3. **#86 acceptance** — Mouse over a wall pixel from outside the Inn → cursor shows no selection. Mouse over an NPC through an open door portal → cursor shows the NPC selection ring (selection still works through real apertures).
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---
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## 10. Acceptance criteria
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- All three issues meet their respective acceptance gates above (visual confirmation by user).
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- `dotnet build` green.
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- `dotnet test` green (new tests + all existing).
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- Roadmap "shipped" table updated.
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- `docs/ISSUES.md` #84/#85/#86 moved to "Recently closed" with commit SHAs.
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- A short post-phase handoff doc (`docs/research/<ship-date>-indoor-walking-phase1-shipped-handoff.md`) records the probe evidence + the three root causes, parallel to the existing Phase 1+2 docs.
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---
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## 11. Phase name + roadmap placement
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**Proposed name:** "Indoor walking Phase 1 — BSP cluster (#84/#85/#86)".
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Reasons:
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- Continues the "Indoor X Phase N" naming established by Phase 1 (probes) + Phase 2 (rendering fix).
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- Distinguishes from indoor RENDERING work (which is done) — the focus has shifted to indoor WALKING.
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- "Phase 1" implies more phases follow (Phase 2 likely = #78 outdoor-stab visibility cluster).
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**Roadmap placement:** Add to `docs/plans/2026-04-11-roadmap.md` ahead-table as the next item in the indoor track. Insert after the Indoor cell rendering Phase 2 entry. Cross-link to ISSUES.md #84/#85/#86.
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**Milestone:** This is parallel to the M2 critical path (which is F.2 / F.3 / F.5a / L.1c / L.1b). M1 already landed and is frozen. Indoor walking work is a quality-of-life parallel track — the user's recent commits put it ahead of M2 work because the rendering Phase 2 ship made it actionable.
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---
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## 12. Out of scope
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- **#78** — outdoor stabs/buildings visible through rendered floor. Different code path (visibility / stencil). Filed for Indoor walking Phase 2.
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- **#79-#82** — lighting / terrain shading. Cluster B in the handoff. Separate phase.
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- **#83** — walking up stairs broken. Standalone issue. May share code with this phase if the cell BSP fix touches step-up; address opportunistically only if so.
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- **Refactoring `WorldPicker`** beyond adding the occluder. The existing two-overload structure stays.
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- **Stage B picker refine** (Möller-Trumbore against entity body polygons) — Issue #71, deferred per existing roadmap.
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---
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## 13. Risks
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1. **Capture is inconclusive.** If the probe fires zero unexpected events during scenario 1 (i.e., #84 cannot be reproduced live during the capture), we extend the probe to also log `BSPQuery` internals or capture a longer session. Probably one more launch.
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2. **#85 fix requires significant retail-decomp port.** Cross-cell BSP probing (querying an EnvCell's BSP from an outdoor cell) is not in the current code. The retail decomp at `named-retail/acclient_2013_pseudo_c.txt` has `CCellStructure::find_env_collisions` and neighbors that handle this. If the port is non-trivial (more than ~100 lines), promote #85 to its own dedicated phase rather than including it here. Decision point: after the capture, before commit 3.
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3. **`CellBspRayOccluder` performance.** Möller-Trumbore against ~80 cells × ~50 polys each = ~4K triangle tests per `Pick` call. Picker fires once per click — acceptable. If we ever move to hover-pick (every frame), this needs an acceleration structure; not in scope here.
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4. **Probe gets noisy.** If `FindEnvCollisions` fires at 30 Hz × N cells, the log can grow fast. Add a per-call rate limit only if the capture log is unreadable; default to unlimited (Phase 1+2 didn't need limiting).
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