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; return otherCellsState;
// ────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────
// ── Synthesize indoor walkable contact plane ────────────── // ── Indoor walkable handling — A6.P3 slice 1 (2026-05-22) ─
// Indoor walking Phase 2 follow-up (2026-05-19). When the BSP // Retail's CEnvCell::find_env_collisions (decomp
// returns OK (no wall collision), the player is standing on a // acclient_2013_pseudo_c.txt:309573) returns OK after
// floor poly inside the cell. We must NOT fall through to // BSPTREE::find_collisions returns OK — NO call to
// outdoor terrain (SampleTerrainWalkable) — the outdoor terrain // set_contact_plane or any synthesis. ContactPlane is
// Z is below the indoor floor due to the +0.02f Z-bump applied // either:
// for render z-fight prevention. ValidateWalkable would then see // - Already valid from a previous frame's Path-6 land
// the player 0.5m above the outdoor plane → marks them as // write inside BSPQuery.FindCollisions (Mechanism A).
// airborne → walkable=False → falling animation, never recovers. // - 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 // The old TryFindIndoorWalkablePlane synthesis path is
// branch with the cell's walkable plane set — no fall-through // removed here; the function definition is retained for
// to terrain. // now and is deleted in A6.P4 along with the #90
bool walkableHit = TryFindIndoorWalkablePlane( // workaround.
cellPhysics, localCenter, sphereRadius, //
out var indoorPlane, // If subsequent visual verification shows first-frame
out var indoorVertices, // fall-through (LKCP invalid AND no Path-6 land happens
out uint hitPolyId); // for a flat-walk-only scenario), A6.P3 slice 2 adds
// Mechanism C (retail's frames_stationary_fall flat-CP
if (PhysicsDiagnostics.ProbeIndoorBspEnabled) // synthesis at acclient_2013_pseudo_c.txt:272622+).
{ return TransitionState.OK;
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.
} }
} }

View file

@ -230,36 +230,36 @@ public class IndoorContactPlaneRetentionTests
public void IndoorFlatFloorWalking_60Frames_ProducesAtMost5ExtraCpWrites() public void IndoorFlatFloorWalking_60Frames_ProducesAtMost5ExtraCpWrites()
{ {
// ── Arrange ─────────────────────────────────────────────────────────── // ── Arrange ───────────────────────────────────────────────────────────
// SpherePath.InitPath sets LocalSphere[0].Origin = (0,0,sphereRadius). // Post-fix grounded model:
// After SetCheckPos(worldPos), the global sphere CENTER is at
// worldPos + (0,0,sphereRadius) = worldPos + (0,0,0.48).
// //
// For TryFindIndoorWalkablePlane's probe to reach the floor: // SpherePath.InitPath sets LocalSphere[0].Origin = (0,0,sphereRadius).
// sphereCenter.Z - PROBE_DIST (0.5m) < floorZ // After SetCheckPos(worldPos), the global sphere CENTER is at
// (worldPos.Z + 0.48) - 0.5 < floorZ // worldPos + (0,0,SphereRadius) = (0,0,SphereRadius).
// worldPos.Z < floorZ + 0.02
// //
// And for ValidateWalkable to call SetContactPlane (below-surface): // A correctly-grounded sphere has its bottom exactly at the floor:
// sphereBottom = sphereCenter.Z - radius = worldPos.Z < floorZ // sphereBottom = sphereCenter.Z - SphereRadius
// i.e. worldPos.Z < floorZ // = worldPosZ + SphereRadius - SphereRadius
// = worldPosZ
// //
// Choose worldPos.Z = floorZ - 0.05 so sphere bottom is 0.05m below the // With worldPosZ = 0 (= floorZ), the bottom just touches the floor.
// floor. Sphere center is at floorZ + 0.43. Probe reaches floorZ + 0.43 - // SphereIntersectsPolyInternal uses a strict penetration check, so a
// 0.5 = floorZ - 0.07 which is below the floor, so AdjustSphereToPlane // sphere touching-but-not-penetrating does NOT count as a hit.
// returns true (dpPos = 0.43, dist = 0.43 - 0.48 = -0.05, iDist = 0.1). // Path 5 (Contact grounded) returns OK with no CP write.
// //
// ValidateWalkable: lowPoint.Z = floorZ + 0.43 - 0.48 = floorZ - 0.05 // Pre-fix: the sphere was positioned 5 cm BELOW the floor so that
// dist = -0.05 < -EPSILON → SetContactPlane fires every frame. // TryFindIndoorWalkablePlane → ValidateWalkable would fire every frame.
const float floorZ = 0f; // Post-fix: synthesis is gone; the sphere must be at its natural
const float worldPosZ = floorZ - 0.05f; // character "foot" position (begin param) // grounded position (bottom at floorZ) so that BSP Path 5 finds no
// Sphere center in world space = worldPosZ + SphereRadius = -0.05 + 0.48 = 0.43 // penetration and returns OK immediately — zero additional CP writes.
const float sphereCenterZ = worldPosZ + SphereRadius; // = 0.43 const float floorZ = 0f;
const float worldPosZ = floorZ; // sphere bottom exactly at floor
const float sphereCenterZ = worldPosZ + SphereRadius; // = 0.48
var floorPlane = new Plane(Vector3.UnitZ, -floorZ); // N·p + D = 0 → D = 0 var floorPlane = new Plane(Vector3.UnitZ, -floorZ); // N·p + D = 0 → D = 0
var worldPos = new Vector3(0f, 0f, worldPosZ); var worldPos = new Vector3(0f, 0f, worldPosZ);
// BSP bounding sphere centered at the actual sphere center (not worldPos), // BSP bounding sphere centered at the sphere center so NodeIntersects
// so NodeIntersects passes in FindWalkableInternal. // passes during the BSP traversal.
var cell = BuildCellWithFloor(floorZ, bspCenterZ: sphereCenterZ); var cell = BuildCellWithFloor(floorZ, bspCenterZ: sphereCenterZ);
var engine = BuildEngine(IndoorCellId, cell); var engine = BuildEngine(IndoorCellId, cell);
var t = BuildGroundedTransition( var t = BuildGroundedTransition(
@ -274,11 +274,11 @@ public class IndoorContactPlaneRetentionTests
// ── Act — 60 frames of flat-floor walking ───────────────────────────── // ── Act — 60 frames of flat-floor walking ─────────────────────────────
// Each iteration: nudge CheckPos a tiny bit forward in X (stays on the // Each iteration: nudge CheckPos a tiny bit forward in X (stays on the
// same floor), then call FindEnvCollisions as the indoor branch would // same floor at the grounded Z), then call FindEnvCollisions as the
// call it each physics frame. // indoor branch would call it each physics frame.
for (int frame = 0; frame < SimulatedFrames; frame++) for (int frame = 0; frame < SimulatedFrames; frame++)
{ {
// Advance position by 1 mm forward — same Z, still over the floor. // Advance position by 1 mm forward — same Z (grounded on floor).
var newPos = new Vector3(frame * 0.001f, 0f, worldPosZ); var newPos = new Vector3(frame * 0.001f, 0f, worldPosZ);
t.SpherePath.SetCheckPos(newPos, IndoorCellId); t.SpherePath.SetCheckPos(newPos, IndoorCellId);