fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs
ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per LandblockLoader.cs:55) were being registered with TWO collision shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback clamped to 1.5m radius, centered at the building's mesh origin, producing user-reported "thin air" collisions inside cottages and within 2m of building exteriors. The fallback was originally designed for canopy-only-BSP procedural scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not the trunk. Landblock stabs have full BSP coverage and don't need it. Probe evidence (launch-thinair capture): - 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a short capture session, all inside the cottage main room (cell=0xA9B4013F), ~2m from the building's mesh origin. - 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits. Fix: one new bool _isLandblockStab + one clause in the existing mesh-AABB-fallback gate. Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
bb1e919ef2
commit
5f2b545979
3 changed files with 363 additions and 0 deletions
|
|
@ -0,0 +1,157 @@
|
|||
# Cylinder fallback dedupe for landblock stabs (Phase A1)
|
||||
|
||||
**Date:** 2026-05-21
|
||||
**Status:** Spec — awaiting user approval before plan-writing.
|
||||
**Phase:** ISSUES #83 fix sequence — Phase A1 of A1→A2→A3→A4.
|
||||
**Author:** Claude Opus 4.7.
|
||||
|
||||
## Summary
|
||||
|
||||
Landblock stabs (entity.Id `0xC0XXYY00+n` — buildings + structures
|
||||
from `LandBlockInfo.Objects` and `LandBlockInfo.Buildings`) are
|
||||
registered with TWO collision shadows in
|
||||
`GameWindow.RegisterShadowsForLandblock`:
|
||||
|
||||
1. **BSP shadow per part** (`id = entity.Id * 256 + partIdx`, truncates
|
||||
to e.g. `0xA9B47900` for the Holtburg cottage) — the correct
|
||||
wall-by-wall collision.
|
||||
2. **Mesh-AABB-fallback cylinder** (`id = entity.Id` = `0xC0A9B479`)
|
||||
— a 1.5 m-clamped invisible disc at the mesh origin. **This is the
|
||||
bug**: it blocks the player in "thin air" inside cottages and near
|
||||
building exteriors.
|
||||
|
||||
The fallback path was originally designed to cover canopy-only-BSP
|
||||
trees (`0x80XXYY00+n` procedural scenery) where the visible trunk
|
||||
isn't covered by the BSP. For landblock stabs the BSP covers the
|
||||
whole structure; the fallback is redundant and incorrect.
|
||||
|
||||
Fix: gate the mesh-AABB-fallback registration path on "NOT a landblock
|
||||
stab." One extra clause in the existing `if` condition; ~5 lines of
|
||||
code; no math changes.
|
||||
|
||||
## Evidence
|
||||
|
||||
From the 2026-05-21 thin-air-collision capture
|
||||
(`launch-thinair.utf8.log`):
|
||||
|
||||
```
|
||||
[entity-source] id=0xA9B47900 entityId=0xC0A9B479 type=BSP note=partIdx=0 hasPhys=true
|
||||
[entity-source] id=0xC0A9B479 entityId=0xC0A9B479 type=Cylinder note=mesh-aabb-fallback
|
||||
```
|
||||
|
||||
Same `entityId`, same `gfxObj=0x01000A2B`, same landblock
|
||||
`0xA9B4FFFF`. The 1.5 m cylinder is the user-reported "thin air"
|
||||
collider.
|
||||
|
||||
Hit attribution counts (this capture):
|
||||
|
||||
| obj id | type | hits | role |
|
||||
|---|---|---:|---|
|
||||
| `0xC0A9B479` | Cylinder (fallback) | **104** | invisible disc — the bug |
|
||||
| `0xA9B47900` | BSP (correct walls) | 52 | real cottage walls |
|
||||
| `0xB5001600` | BSP (interior static) | 97 | inn fireplace / furniture |
|
||||
|
||||
The 104 fallback hits happen inside cell `0xA9B4013F` (cottage main
|
||||
room) at ~2 m from the building's mesh origin
|
||||
`entOrigin_lb=(130.5, 11.5, 94.0)`.
|
||||
|
||||
## Root cause
|
||||
|
||||
`src/AcDream.App/Rendering/GameWindow.cs:5826-5828`:
|
||||
|
||||
```csharp
|
||||
bool _isOutdoorMesh = ((entity.Id & 0x80000000u) != 0) // scenery
|
||||
|| ((entity.Id < 0x40000000u) // stab
|
||||
&& (_srcPrefix == 0x01000000u || _srcPrefix == 0x02000000u));
|
||||
```
|
||||
|
||||
`(entity.Id & 0x80000000u) != 0` matches BOTH `0x80...` (procedural
|
||||
scenery) AND `0xC0...` (landblock stabs). The mesh-AABB-fallback gate
|
||||
at line 6050-6052:
|
||||
|
||||
```csharp
|
||||
if (!isPhantomSetup
|
||||
&& (_isOutdoorMesh || (entityBsp == 0 && entityCyl == 0))
|
||||
&& entity.MeshRefs.Count > 0)
|
||||
```
|
||||
|
||||
triggers the fallback for both classes. For stabs (which have full BSP
|
||||
coverage) this is wrong.
|
||||
|
||||
## Fix
|
||||
|
||||
Add `_isLandblockStab` flag near the existing `_isOutdoorMesh`
|
||||
definition, and AND it into the fallback gate:
|
||||
|
||||
```csharp
|
||||
bool _isLandblockStab = (entity.Id & 0xFF000000u) == 0xC0000000u;
|
||||
```
|
||||
|
||||
Then in the gate:
|
||||
|
||||
```csharp
|
||||
if (!isPhantomSetup
|
||||
&& !_isLandblockStab // ← NEW: stabs have BSP; fallback is redundant
|
||||
&& (_isOutdoorMesh || (entityBsp == 0 && entityCyl == 0))
|
||||
&& entity.MeshRefs.Count > 0)
|
||||
```
|
||||
|
||||
That's the entire code change. ~3 lines added.
|
||||
|
||||
## Acceptance criteria
|
||||
|
||||
1. `dotnet build` green.
|
||||
2. Re-launch with `ACDREAM_PROBE_BUILDING=1 ACDREAM_DEVTOOLS=1`. Open
|
||||
the log and grep `[entity-source].*note=mesh-aabb-fallback`. For
|
||||
every match, the `entityId` must NOT start with `0xC0`.
|
||||
3. **Visual verification (the acceptance test):** walk inside a
|
||||
Holtburg cottage; the player should be able to walk anywhere in
|
||||
the room without being blocked by invisible walls in "thin air."
|
||||
Walking near the outside walls of buildings should not show
|
||||
invisible barriers 2 m before the visible wall.
|
||||
4. The procedural scenery cylinder coverage stays — walking up to a
|
||||
tree trunk should still stop at the trunk (not pass through),
|
||||
confirming we didn't regress the original purpose of the fallback.
|
||||
|
||||
## Out of scope
|
||||
|
||||
- **PHSP inversion fix** (Phase A2) — separate spec.
|
||||
- **Synthesis removal** (Phase A3) — separate spec; needs A1+A2 first.
|
||||
- **Multi-cell iteration** (Phase A4) — separate spec.
|
||||
- **Distinguish CScenery vs CBuildingObj at retail level** — retail
|
||||
has two different classes; we use one path here. Refactoring to
|
||||
match retail's class layout is post-M2 polish.
|
||||
- **`0xB5001600` interior static collisions** (97 hits) — these
|
||||
attribute to a 0x40-prefix interior entity (probably inn fireplace
|
||||
or furniture). Whether they're legitimate or bugged is a separate
|
||||
investigation. Out of this phase's scope.
|
||||
|
||||
## Risks
|
||||
|
||||
- **R1: Trees with canopy-only BSP regress** (player walks through
|
||||
trunk). The fallback was added for this case. *Mitigation:*
|
||||
unaffected — trees are `0x80xxxxxx` scenery, not `0xC0xxxxxx`
|
||||
stabs. The fix is precisely scoped to stabs. Verified by the
|
||||
entity-ID layout in `src/AcDream.Core/World/LandblockLoader.cs:55`.
|
||||
|
||||
- **R2: Some buildings might have INCOMPLETE BSP** (e.g., a roof
|
||||
with no floor BSP). After fix, those buildings lose the fallback
|
||||
cylinder coverage. *Mitigation:* none in this phase. If a user
|
||||
reports a building with no collision after this fix, we add per-
|
||||
building inspection. Retail design is "BSP only for stabs"; this
|
||||
is the correct path.
|
||||
|
||||
- **R3: The 0xB5xx interior statics (entity.Id 0x40xxxxxx) may have
|
||||
the same doubled-collision bug** (BSP + cylinder fallback). They
|
||||
don't have the 0xC0 prefix so our fix wouldn't apply. *Mitigation:*
|
||||
out of scope. Investigated as a follow-up if visual regression
|
||||
surfaces.
|
||||
|
||||
## References
|
||||
|
||||
- Capture log: `launch-thinair.utf8.log` (2026-05-21, uncommitted).
|
||||
- Entity ID layout: [`src/AcDream.Core/World/LandblockLoader.cs:40-55`](src/AcDream.Core/World/LandblockLoader.cs:55).
|
||||
- Affected code: [`src/AcDream.App/Rendering/GameWindow.cs:5791-6206`](src/AcDream.App/Rendering/GameWindow.cs:5791) (the per-entity registration loop in `RegisterShadowsForLandblock`).
|
||||
- Prior phase: spec
|
||||
[`2026-05-21-indoor-walk-miss-probe-design.md`](2026-05-21-indoor-walk-miss-probe-design.md).
|
||||
- Findings: [`docs/research/2026-05-21-walk-miss-capture-findings.md`](../../research/2026-05-21-walk-miss-capture-findings.md).
|
||||
Loading…
Add table
Add a link
Reference in a new issue