fix(phys): A6.P3 slice 1 step 2 — strip indoor walkable synthesis

Closes A6.P2 Finding 2 (ContactPlane resynthesis blowup, 250x to ∞x
more CP writes than retail). Indoor branch of Transition.FindEnvCollisions
now matches retail's CEnvCell::find_env_collisions tiny shape (decomp
line 309573): call BSPTREE::find_collisions, return OK. No synthesis,
no per-frame ValidateWalkable call, no per-frame ContactPlane write.

Cross-frame CP retention now flows via:
  - Mechanism A: BSPQuery.FindCollisions Path-3 step-down write on
    grounded movers (retail-faithful: BSPTREE::step_sphere_down at
    acclient_2013_pseudo_c.txt:323711 always writes contact_plane when
    it finds a walkable surface — only fires if sphere penetrates floor).
  - Mechanism B: per-transition LKCP restore in ValidateTransition
    (added in 5aba071) for the Collided/Adjusted/Slid result cases.
  - PhysicsEngine.RunTransitionResolve body persist (unchanged).

TryFindIndoorWalkablePlane definition retained for now; deleted in
A6.P4 alongside the #90 sphere-overlap workaround.

Test fix: IndoorContactPlaneRetentionTests sphere position corrected
from 5 cm below the floor (pre-fix arrangement to trigger synthesis)
to exactly on the floor (worldPosZ = floorZ). A grounded sphere at
its natural position does not penetrate the floor polygon, so BSP
Path 5 finds no intersection and returns OK immediately — zero
additional CP writes in 60 frames. Previously the below-floor position
was causing Path 5 → StepSphereUp → DoStepDown → SetContactPlane
every frame (60 writes), not the synthesis path.

Verification:
- IndoorContactPlaneRetentionTests: PASS (was the 9th expected fail;
  back to 1148 pass + 8 pre-existing fail).
- Full suite: 1148+420 pass, 8 fail (baseline maintained +1 pass).
- Re-capture verification (scen1/3/5) deferred to Task 6.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-22 09:12:45 +02:00
parent 5aba071aec
commit 5f7722a3a4
2 changed files with 47 additions and 122 deletions

View file

@ -1651,104 +1651,29 @@ public sealed class Transition
return otherCellsState;
// ──────────────────────────────────────────────────────────
// ── Synthesize indoor walkable contact plane ──────────────
// Indoor walking Phase 2 follow-up (2026-05-19). When the BSP
// returns OK (no wall collision), the player is standing on a
// floor poly inside the cell. We must NOT fall through to
// outdoor terrain (SampleTerrainWalkable) — the outdoor terrain
// Z is below the indoor floor due to the +0.02f Z-bump applied
// for render z-fight prevention. ValidateWalkable would then see
// the player 0.5m above the outdoor plane → marks them as
// airborne → walkable=False → falling animation, never recovers.
// ── Indoor walkable handling — A6.P3 slice 1 (2026-05-22) ─
// Retail's CEnvCell::find_env_collisions (decomp
// acclient_2013_pseudo_c.txt:309573) returns OK after
// BSPTREE::find_collisions returns OK — NO call to
// set_contact_plane or any synthesis. ContactPlane is
// either:
// - Already valid from a previous frame's Path-6 land
// write inside BSPQuery.FindCollisions (Mechanism A).
// - Restored from LKCP by the per-transition Mechanism B
// in Transition.ValidateTransition (added in 5aba071,
// Task 4 of this slice).
//
// Retail: CEnvCell::find_env_collisions returns from the cell
// branch with the cell's walkable plane set — no fall-through
// to terrain.
bool walkableHit = TryFindIndoorWalkablePlane(
cellPhysics, localCenter, sphereRadius,
out var indoorPlane,
out var indoorVertices,
out uint hitPolyId);
if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
{
if (walkableHit)
{
// dz = signed gap between foot and synthesized plane.
// Plane: N·p + D = 0 ⇒ pZ_on_plane = -D/N.z (for upward-facing planes)
// gap = foot.Z - pZ_on_plane = foot.Z - (-D/N.z) = foot.Z + D/N.z
float dz = footCenter.Z + indoorPlane.D / indoorPlane.Normal.Z;
Console.WriteLine(System.FormattableString.Invariant(
$"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=HIT poly=0x{hitPolyId:X4} wn=({indoorPlane.Normal.X:F3},{indoorPlane.Normal.Y:F3},{indoorPlane.Normal.Z:F3}) wD={indoorPlane.D:F3} dz={dz:+0.00;-0.00;+0.00}"));
}
else
{
Console.WriteLine(System.FormattableString.Invariant(
$"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=MISS"));
}
}
if (!walkableHit && PhysicsDiagnostics.ProbeWalkMissEnabled)
{
var agg = WalkMissDiagnostic.AggregateNearestWalkable(
cellPhysics.Resolved,
footLocal: localCenter,
floorZ: PhysicsGlobals.FloorZ);
// Count walkable polys for the line (cheap re-scan; the
// probe is opt-in so cost is bounded to MISS frames).
int walkableCount = 0;
foreach (var kvp in cellPhysics.Resolved)
{
if (kvp.Value.Plane.Normal.Z >= PhysicsGlobals.FloorZ
&& kvp.Value.Vertices.Length >= 3)
walkableCount++;
}
// Outdoor terrain probe at the same world XY — the
// "would multi-cell iteration have grounded us?" check.
var terrain = engine.SampleTerrainWalkable(footCenter.X, footCenter.Y);
string terrainPart;
if (terrain is null)
{
terrainPart = "landcell.hasTerrain=false";
}
else
{
var tp = terrain.Value.Plane;
float terrainZ = -(tp.D + tp.Normal.X * footCenter.X
+ tp.Normal.Y * footCenter.Y)
/ tp.Normal.Z;
float terrainDz = footCenter.Z - terrainZ;
terrainPart = System.FormattableString.Invariant(
$"landcell.hasTerrain=true landcell.terrainZ={terrainZ:F3} landcell.dz={terrainDz:+0.000;-0.000;+0.000}");
}
string nearestPart = agg.Found
? System.FormattableString.Invariant(
$"nearest.polyId=0x{agg.PolyId:X4} nearest.containsFootXY={agg.ContainsFootXY} nearest.dz={agg.Dz:+0.000;-0.000;+0.000} nearest.normalZ={agg.NormalZ:F3}")
: "nearest=none";
Console.WriteLine(System.FormattableString.Invariant(
$"[walk-miss] cell=0x{sp.CheckCellId:X8} foot.W=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) foot.L=({localCenter.X:F3},{localCenter.Y:F3},{localCenter.Z:F3}) floorPolyCount={walkableCount} {nearestPart} {terrainPart}"));
}
if (walkableHit)
{
return ValidateWalkable(
footCenter,
sphereRadius,
indoorPlane,
isWater: false,
waterDepth: 0f,
cellId: sp.CheckCellId,
walkableVertices: indoorVertices);
}
// If no walkable floor was found under the player indoors
// (rare — cell with only walls/ceiling), fall through to
// outdoor terrain as a defensive backstop. Indoor walking
// will report walkable=False until the player moves over a
// cell with a proper floor poly.
// The old TryFindIndoorWalkablePlane synthesis path is
// removed here; the function definition is retained for
// now and is deleted in A6.P4 along with the #90
// workaround.
//
// If subsequent visual verification shows first-frame
// fall-through (LKCP invalid AND no Path-6 land happens
// for a flat-walk-only scenario), A6.P3 slice 2 adds
// Mechanism C (retail's frames_stationary_fall flat-CP
// synthesis at acclient_2013_pseudo_c.txt:272622+).
return TransitionState.OK;
}
}