fix #172: port the retail CCylSphere collision family (platform step-up)

The Holtburg town-network portal platform (stab 0xC0A9B465, Setup
0x020019E3, CylSphere r=2.597m h=0.256m) blocked the player with an
endless rim slide instead of retail's step-up-onto-top — gating the
whole #137 dungeon repro. Surfaced when #149 started registering
BSP-less stab CylSpheres: the collision SHAPE became right while the
RESPONSE was still the hand-rolled AP-6 approximation (step-up gate +
radial wall-slide only).

Root cause: no cylinder-TOP support anywhere. DoStepUp's internal
step-down probe needs retail's step_sphere_down (0x0053a9b0) to land on
the flat top — a cylinder has no polygons for the walkable search — so
every step-up onto a wide cylinder failed into StepUpSlide and the
player orbited the rim (probe-confirmed: [cyl-test] result=Slid with
horizontal rim normals, launch-137-repro.log).

Port the full family verbatim: dispatcher intersects_sphere 0x0053b440
(placement/ethereal detection, step-down cap landing, walkable probe,
grounded step_sphere_up 0x0053b310, PathClipped collide_with_point
0x0053acb0, airborne land_on_cylinder 0x0053b3d0, Collide-flag
exact-TOI cap rest) + collides_with_sphere 0x0053a880 +
normal_of_collision 0x0053ab50 + slide_sphere 0x0053b2a0. Pseudocode +
settled BN x87 ambiguities (via ACE cross-ref) + two ACE bugs found and
NOT copied (head-slide foot-disp; see doc §8):
docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md

Ethereal cylinders now flow through retail's Layer-2 override
(pc:276961) instead of the early-OK consume — same net #150 behavior,
plus retail placement-blocked-by-cylinder semantics. SlideSphere gains
a sphereNum param (retail slides the head sphere by its own
displacement, 0x0053b843).

Register: AP-6 retired; AP-83 added (PerfectClip TOI tail decoded per
ACE, dead code until missiles). Tests: CylSphereFamilyTests (grounded
step-up onto the exact platform shape, tall-cylinder block, airborne
top landing, ethereal guard); the #42 self-shadow control assertion
updated to the retail observable (denied movement — the old ~1m radial
self-push was the approximation's artifact, not retail). Suites: Core
2533 / App 713 / UI 425 / Net 385 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 14:52:28 +02:00
parent 67c3357246
commit 6ab269894a
6 changed files with 1027 additions and 151 deletions

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@ -46,6 +46,56 @@ Copy this block when adding a new issue:
--- ---
## #172 — Town-network portal platform blocks instead of stepping up (CCylSphere family was never ported)
**Status:** 🟡 FIX SHIPPED 2026-07-05 (this commit) — pending user visual gate (walk up onto the Holtburg portal platform, then the 0x0007 dungeon run).
**Severity:** HIGH (blocks dungeon access — gates the whole #137 repro)
**Filed:** 2026-07-05
**Component:** physics — CylSphere object collision response
**Description (user):** the Holtburg town-network portal sits on a stone
platform the player collides with instead of stepping up onto it (retail just
walks up). Entity `0xC0A9B465` = landblock stab #0x65, Setup `0x020019E3`,
one CylSphere **r=2.597 m, h=0.256 m** — a 26 cm disc, trivially steppable in
retail. Surfaced the moment #149 (`4cf6eeb`) started registering BSP-less
stab CylSpheres (before that fix the platform had NO collision at all, so the
player clipped through it — the collision *shape* was the #149 fix; the
collision *response* was never retail).
**Root cause (probe-confirmed, `launch-137-repro.log`):** the pre-port
`CylinderCollision` was a hand-rolled approximation (AP-6): step-up gate +
radial wall-slide only. Every contact returned `Slid` with a horizontal rim
normal (`[cyl-test] … result=Slid`, `[resolve] … n=(0.99,-0.11,0.00)`) and
the player orbited the rim forever. The step-up *gate* passed (clearance
0.256 ≤ 0.6) but `DoStepUp`'s internal step-down probe could never validate a
landing ON the cylinder top — a cylinder has no polygons, and the port had no
`step_sphere_down` cap-landing (top-disc contact plane). Airborne landings on
tops (`land_on_cylinder` + the Collide-flag exact-TOI branch) were missing
too.
**Fix (this commit):** verbatim port of the full retail `CCylSphere` family —
dispatcher `intersects_sphere` 0x0053b440, `collides_with_sphere` 0x0053a880,
`normal_of_collision` 0x0053ab50, `collide_with_point` 0x0053acb0,
`slide_sphere` 0x0053b2a0, `step_sphere_up` 0x0053b310, `land_on_cylinder`
0x0053b3d0, `step_sphere_down` 0x0053a9b0. Pseudocode + settled BN
ambiguities + two ACE-bug findings:
`docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md`.
Register: AP-6 retired, AP-83 added (PerfectClip TOI tail per ACE, dead code
in M1.5). Conformance: `CylSphereFamilyTests` (grounded step-up-onto-top on
the exact platform shape, tall-cylinder block, airborne top landing, ethereal
Layer-2 guard); the #42 self-shadow control assertion updated to the retail
observable (denied movement, not the old artifact radial push).
**Files:** `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylinderCollision`
+ `Cyl*` family), `tests/AcDream.Core.Tests/Physics/CylSphereFamilyTests.cs`.
**Acceptance:** walk straight onto the Holtburg town-network portal platform
(no rim slide); jumping onto it also lands. Doors/torches/NPC cylinders
unregressed (suites green; #150 open-door behavior unchanged). Likely also
advances #137's door-foot half — re-check in the dungeon repro.
---
## #171 — Group melee: monsters interpenetrate + facing drifts (sticky melee unbound, arrival radii = 0) ## #171 — Group melee: monsters interpenetrate + facing drifts (sticky melee unbound, arrival radii = 0)
**Status:** DONE (2026-07-04) — **user visual gate PASSED** ("Looks good, ship it") **Status:** DONE (2026-07-04) — **user visual gate PASSED** ("Looks good, ship it")

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@ -99,7 +99,7 @@ accepted-divergence entries (#96, #49, #50).
--- ---
## 3. Documented approximation (AP) — 73 rows (AP-79 retired R5-V2 — the P4 TargetTracker adapter replaced by the ported TargetManager voyeur system; AP-82 added R5-V3 — sticky deep-overlap sign pin) ## 3. Documented approximation (AP) — 73 rows (AP-79 retired R5-V2 — the P4 TargetTracker adapter replaced by the ported TargetManager voyeur system; AP-82 added R5-V3 — sticky deep-overlap sign pin; AP-6 retired 2026-07-05 — full CCylSphere family ported verbatim, residual AP-83 added same commit)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---| |---|---|---|---|---|---|
@ -108,7 +108,6 @@ accepted-divergence entries (#96, #49, #50).
| AP-3 | Step-down chain triggered only when contact is invalid OR steeper than walkable; retail's `transitional_insert` OK-path ALWAYS runs it | `src/AcDream.Core/Physics/TransitionTypes.cs:1197` | Conditional preserves the observed-to-matter cases (edge departure, steep cliff-slide) without running the chain every step (per pc:273191 agent reports) | Steps where retail runs step-down despite a valid walkable contact (bump maintenance, edge-slide arming) are skipped — float-off or missed edge slides in untested geometry | `transitional_insert` OK-path pc:273191 | | AP-3 | Step-down chain triggered only when contact is invalid OR steeper than walkable; retail's `transitional_insert` OK-path ALWAYS runs it | `src/AcDream.Core/Physics/TransitionTypes.cs:1197` | Conditional preserves the observed-to-matter cases (edge departure, steep cliff-slide) without running the chain every step (per pc:273191 agent reports) | Steps where retail runs step-down despite a valid walkable contact (bump maintenance, edge-slide arming) are skipped — float-off or missed edge slides in untested geometry | `transitional_insert` OK-path pc:273191 |
| AP-4 | CliffSlide check moved BEFORE retail's Branch-1 (`!OnWalkable` → restore+OK) gate, compensating our L.2.3i FloorZ OnWalkable bookkeeping | `src/AcDream.Core/Physics/TransitionTypes.cs:1316` | Retail's order with our incomplete OnWalkable stops the player dead every frame on steep slopes ("stay on the roof"); reorder restores downhill drift | CliffSlide fires in states where retail's Branch 1 would restore-and-OK — body slides where retail holds, e.g. contact-plane-bearing steep geometry near edges | retail EdgeSlide dispatch order (transitional_insert step-down failure) | | AP-4 | CliffSlide check moved BEFORE retail's Branch-1 (`!OnWalkable` → restore+OK) gate, compensating our L.2.3i FloorZ OnWalkable bookkeeping | `src/AcDream.Core/Physics/TransitionTypes.cs:1316` | Retail's order with our incomplete OnWalkable stops the player dead every frame on steep slopes ("stay on the roof"); reorder restores downhill drift | CliffSlide fires in states where retail's Branch 1 would restore-and-OK — body slides where retail holds, e.g. contact-plane-bearing steep geometry near edges | retail EdgeSlide dispatch order (transitional_insert step-down failure) |
| AP-5 | Step-down skips Placement validation for the contact-maintenance call (`runPlacement=false`); ACE/retail run it unconditionally (kept for DoStepUp) | `src/AcDream.Core/Physics/TransitionTypes.cs:3393` | Residual wall-slide artifacts made Placement misfire, leaving players stuck near walls; the skip was the targeted L.2.3h fix | Step-down can settle into positions Placement would reject — slight wall embedding, or accepting a step-down through overlap geometry retail catches | `CTransition::step_down` pc:272952; ACE Transition.cs:731-741 | | AP-5 | Step-down skips Placement validation for the contact-maintenance call (`runPlacement=false`); ACE/retail run it unconditionally (kept for DoStepUp) | `src/AcDream.Core/Physics/TransitionTypes.cs:3393` | Residual wall-slide artifacts made Placement misfire, leaving players stuck near walls; the skip was the targeted L.2.3h fix | Step-down can settle into positions Placement would reject — slight wall embedding, or accepting a step-down through overlap geometry retail catches | `CTransition::step_down` pc:272952; ACE Transition.cs:731-741 |
| AP-6 | Analytic swept-sphere cylinder collision (XY overlap + step-over + wall-slide) instead of retail CylSphere functions via the 6-path dispatcher; A6.P6 step-over branch ports `step_sphere_up`'s clearance check | `src/AcDream.Core/Physics/TransitionTypes.cs:2601` | Claimed to match retail for the exercised cases (trunks, NPC bodies, door foot-colliders); step-over and step_up_slide fallback retro-fitted from retail when the door phantom surfaced | Unported branches (push direction, interpenetration resolution) differ from retail against cylinder entities — the phantom-collision / sticky-NPC family | `CCylSphere::step_sphere_up` pc:324516-324538 |
| AP-7 | `calc_friction` threshold 0.0 with retail's state gate missing; retail uses 0.25 gated by an undecoded state check | `src/AcDream.Core/Physics/PhysicsBody.cs:307` | Bumping the threshold without the gate hammered normal walking (3 → 0.16 m/s); as-read 0.0 kept; locomotion probably state-exempted in retail. Filed L.3c-followup | Friction engages under different conditions — post-landing slides, knockback decay, sledding speeds mismatch retail's deceleration | pc:276702-276705 (state gate + 0.25) | | AP-7 | `calc_friction` threshold 0.0 with retail's state gate missing; retail uses 0.25 gated by an undecoded state check | `src/AcDream.Core/Physics/PhysicsBody.cs:307` | Bumping the threshold without the gate hammered normal walking (3 → 0.16 m/s); as-read 0.0 kept; locomotion probably state-exempted in retail. Filed L.3c-followup | Friction engages under different conditions — post-landing slides, knockback decay, sledding speeds mismatch retail's deceleration | pc:276702-276705 (state gate + 0.25) |
| AP-10 | Dry-corner water depth: retail's 0.1 m allowed sink-in collapsed to 0 | `src/AcDream.Core/Physics/TerrainSurface.cs:481` | The 0.1 offset destabilizes the feet-exactly-on-plane contact-touch check (dist > EPSILON → SetContactPlane never fires → float/fall); retail's ~10 cm sink-in is visually indistinguishable | Masks a contact-touch epsilon fragility — other water-depth values exercising the same instability could oscillate shoreline walkable validation; retail's wet/dry corner sink-in visual absent | `ObjCell.get_water_depth` / `calc_water_depth` (via ACE port) | | AP-10 | Dry-corner water depth: retail's 0.1 m allowed sink-in collapsed to 0 | `src/AcDream.Core/Physics/TerrainSurface.cs:481` | The 0.1 offset destabilizes the feet-exactly-on-plane contact-touch check (dist > EPSILON → SetContactPlane never fires → float/fall); retail's ~10 cm sink-in is visually indistinguishable | Masks a contact-touch epsilon fragility — other water-depth values exercising the same instability could oscillate shoreline walkable validation; retail's wet/dry corner sink-in visual absent | `ObjCell.get_water_depth` / `calc_water_depth` (via ACE port) |
| AP-11 | Hand-authored 4-keyframe fallback sky set (sunrise/noon/sunset, fog ~80350 m) when the Region dat isn't loaded yet | `src/AcDream.Core/World/SkyState.cs:167` | A renderable sky is needed during boot before the Region dat parses; safety net on region-load failure | Any window where the fallback is active shows sky/fog lighting only roughly resembling retail's dat-driven values | SkyTimeOfDay keyframes, Region dat 0x13000000 | | AP-11 | Hand-authored 4-keyframe fallback sky set (sunrise/noon/sunset, fog ~80350 m) when the Region dat isn't loaded yet | `src/AcDream.Core/World/SkyState.cs:167` | A renderable sky is needed during boot before the Region dat parses; safety net on region-load failure | Any window where the fallback is active shows sky/fog lighting only roughly resembling retail's dat-driven values | SkyTimeOfDay keyframes, Region dat 0x13000000 |
@ -180,6 +179,7 @@ accepted-divergence entries (#96, #49, #50).
| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables (R4-V4 note; pre-existing mechanism, row added per the V4 plan) | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) | | AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables (R4-V4 note; pre-existing mechanism, row added per the V4 plan) | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
| AP-81 | **Remote-DR gravity toggled via the Gravity STATE bit**: the jump handler sets `Body.State \|= Gravity` at VectorUpdate and both landing blocks clear it after `HitGround()`; retail keeps GRAVITY set for the object's whole life and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear) | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks) | The DR tick integrates gravity only for airborne remotes; the flag dance delivers exactly that without porting the full contact-gated `calc_acceleration` chain; the #161 ordering fix keeps the retail HitGround contract satisfied | Any NEW call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate (the #161 leg-2 class); grounded remotes carry a non-retail state word (probes comparing state bits vs retail mislead) | `CPhysicsObj::calc_acceleration` (contact-gated); `set_on_walkable` 0x00511310; retire in R6 (contact-gated accel + persistent GRAVITY) | | AP-81 | **Remote-DR gravity toggled via the Gravity STATE bit**: the jump handler sets `Body.State \|= Gravity` at VectorUpdate and both landing blocks clear it after `HitGround()`; retail keeps GRAVITY set for the object's whole life and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear) | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks) | The DR tick integrates gravity only for airborne remotes; the flag dance delivers exactly that without porting the full contact-gated `calc_acceleration` chain; the #161 ordering fix keeps the retail HitGround contract satisfied | Any NEW call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate (the #161 leg-2 class); grounded remotes carry a non-retail state word (probes comparing state bits vs retail mislead) | `CPhysicsObj::calc_acceleration` (contact-gated); `set_on_walkable` 0x00511310; retire in R6 (contact-gated accel + persistent GRAVITY) |
| AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = (speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) | | AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = (speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) |
| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). NOT exercised in M1.5: no mover sets PerfectClip (players never do; the non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified). Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail is dead code until missiles arm PerfectClip | If missiles (F.3) arm PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping missiles | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |
## 4. Temporary stopgap (TS) — 39 rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded) ## 4. Temporary stopgap (TS) — 39 rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded)

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@ -0,0 +1,236 @@
# CCylSphere collision family — retail pseudocode (port prep)
**Date:** 2026-07-05 · **Trigger:** the Holtburg town-network portal platform
(stab `0xC0A9B465`, Setup `0x020019E3`, CylSphere r=2.597 m h=0.256 m) blocks
the player with an endless rim slide instead of the retail step-up-onto-top.
Surfaced the moment #149 (`4cf6eeb`) started registering BSP-less stab
CylSpheres — the collision SHAPE is right; the RESPONSE family was never
ported. Feeds #137 (dungeon door feet flow through the same dispatcher).
**Sources:** named-retail pseudo-C (addresses below) = ground truth;
`references/ACE/Source/ACE.Server/Physics/CylSphere.cs` = cross-reference
(settles BN x87 garbles; one ACE bug found, noted in §8).
## Retail function inventory
| Function | Address | pseudo-C line |
|---|---|---|
| `CCylSphere::intersects_sphere(CTransition*)` — dispatcher | `0x0053b440` | :324558 |
| `CCylSphere::intersects_sphere(Position*, float scale, CTransition*)` — wrapper | `0x0053b8f0` | :324744 |
| `CCylSphere::collides_with_sphere` | `0x0053a880` | :323943 |
| `CCylSphere::normal_of_collision` | `0x0053ab50` | :324102 |
| `CCylSphere::collide_with_point` | `0x0053acb0` | :324173 |
| `CCylSphere::slide_sphere` | `0x0053b2a0` | :324502 |
| `CCylSphere::step_sphere_up` | `0x0053b310` | :324516 |
| `CCylSphere::land_on_cylinder` | `0x0053b3d0` | :324542 |
| `CCylSphere::step_sphere_down` | `0x0053a9b0` | :324032 |
| `COLLISIONINFO::set_contact_plane(plane, is_water)` | `0x00509d80` | :271925 |
## 1. Wrapper (0x0053b8f0) — globalize the cylinder
```
intersects_sphere(cyl, Position* objPos, float scale, CTransition* t):
SPHEREPATH::cache_localspace_sphere(&t->sphere_path, objPos, 1f)
world_cyl = { low_pt: objPos.localtoglobal(cyl.low_pt * scale),
radius: cyl.radius * scale,
height: cyl.height * scale }
return world_cyl.intersects_sphere(t) // axis stays world-Z
```
**acdream mapping:** `ShadowEntry` already stores the globalized base point
(`Position` = entity pos + rotated scaled local offset, registration sites in
`GameWindow.cs`) and pre-scaled Radius/CylHeight — the wrapper's work is done
at registration. `cache_localspace_sphere` matters only for
`localspace_pos` (used by step_sphere_up's normal rotation, §6).
## 2. collides_with_sphere (0x0053a880) — pure overlap test
```
collides_with_sphere(cyl, CSphere* sphere, Vector3* disp, float radsum):
// disp = sphere.center cyl.low_pt (caller computes)
if (disp.x² + disp.y² <= radsum²) // XY overlap
halfH = cyl.height * 0.5
if (|halfH disp.z| <= sphere.radius F_EPSILON + halfH) // Z band
return 1
return 0
```
`radsum` at every call site = `cyl.radius F_EPSILON + sphere.radius`
(ε shaved ONCE, in the dispatcher preamble). The ε is what makes "resting
exactly on the top" a non-overlap, so landings settle instead of re-colliding.
## 3. Dispatcher (0x0053b440)
```
intersects_sphere(cyl, CTransition* t): // cyl in world frame
sp = t.sphere_path; oi = t.object_info
s0 = sp.global_sphere[0]; disp0 = s0.center low_pt
if sp.num_sphere > 1: s1 = sp.global_sphere[1]; disp1 = s1.center low_pt
radsum = cyl.radius F_EPSILON + s0.radius
// ── branch 1: placement / ethereal — detection only ──
if (sp.insert_type == PLACEMENT_INSERT || sp.obstruction_ethereal):
if collides(s0, disp0) → COLLIDED
if num_sphere>1 && collides(s1, disp1) → COLLIDED
return OK
// ── branch 2: step-down probe — land on the top ──
if (sp.step_down): return step_sphere_down(t, s0, disp0, radsum)
// ── branch 3: walkable probe — cylinder occupancy blocks ──
if (sp.check_walkable):
if collides(s0, disp0) → COLLIDED
if num_sphere>1 && collides(s1, disp1) → COLLIDED
return OK
// ── branch 4: normal sweep (collide flag clear) ──
if (!sp.collide):
if (oi.state & (CONTACT|ON_WALKABLE)): // grounded
if collides(s0, disp0) → step_sphere_up(t, s0, disp0, radsum)
if num_sphere>1 && collides(s1, disp1)
→ slide_sphere(t, s1, disp1, radsum, sphereNum=1) // §8: retail passes disp1
elif (oi.state & PATH_CLIPPED):
if collides(s0, disp0) → collide_with_point(t, s0, disp0, radsum, 0)
else: // airborne
if collides(s0, disp0) → land_on_cylinder(t, s0, disp0, radsum)
if num_sphere>1 && collides(s1, disp1)
→ collide_with_point(t, s1, disp1, radsum, 1)
return OK
// ── branch 5: collide-flag re-test — exact-TOI cap landing ──
if collides(s0,disp0) || (num_sphere>1 && collides(s1,disp1)):
movement = sp.global_curr_center[0] s0.center block_offset(cur→check)
if |movement.z| < F_EPSILON COLLIDED
timecheck = (height + s0.radius disp0.z) / movement.z
offset = movement * timecheck
if radsum² < |xy(offset + disp0)|² → OK // rewound off the cap
t2 = (1 timecheck) * sp.walk_interp
if t2 >= sp.walk_interp || t2 < 0.1 → COLLIDED
pt = s0.center + offset; pt.z = s0.radius
ci.set_contact_plane(Plane(n=(0,0,1), d=pt.z), is_water=1) // literal 1, §7
ci.contact_plane_cell_id = sp.check_pos.objcell_id
sp.walk_interp = t2
sp.add_offset_to_check_pos(offset)
return ADJUSTED
return OK
```
State bits (verified against our `ObjectInfoState`): CONTACT=0x1,
ON_WALKABLE=0x2, PATH_CLIPPED=0x8, PERFECT_CLIP=0x40.
## 4. step_sphere_down (0x0053a9b0) — land on the top during a step-down probe
```
step_sphere_down(t, s0, disp0, radsum):
if !collides(s0,disp0) && !(num_sphere>1 && collides(s1,disp1)) → OK
stepScale = sp.step_down_amt * sp.walk_interp
if |stepScale| < F_EPSILON COLLIDED
deltaz = height + s0.radius disp0.z // lift so bottom rests on top
interp = (1 deltaz / stepScale) * sp.walk_interp // divisor = stepScale (BN garbled; ACE)
if interp >= sp.walk_interp || interp < 0.1 → COLLIDED
contactPt = (s0.center.x, s0.center.y, s0.center.z + deltaz s0.radius)
ci.set_contact_plane(Plane(n=(0,0,1), d=contactPt.z), is_water=1) // §7
ci.contact_plane_cell_id = sp.check_pos.objcell_id
sp.walk_interp = interp
sp.add_offset_to_check_pos((0,0,deltaz))
return ADJUSTED
```
This is THE missing piece that made step-up-onto-a-wide-cylinder impossible:
`CTransition::step_up`'s internal step-down probe needs branch 2 to produce a
walkable contact plane ON the cylinder top.
## 5. normal_of_collision (0x0053ab50)
```
normal_of_collision(cyl, sp, sphere, dispCheck, radsum, sphereNum, out n) → bool definite:
dispCurr = sp.global_curr_center[sphereNum] low_pt
if (radsum² < dispCurr.x² + dispCurr.y²): // curr was XY-OUTSIDE side hit
n = (dispCurr.x, dispCurr.y, 0) // radial, horizontal
// definite unless the contact could actually be a diagonal cap hit:
zBandOverlapAtCurr = |halfH dispCurr.z| <= sphere.radius F_EPSILON + halfH
noZMovement = |dispCurr.z dispCheck.z| <= F_EPSILON
return zBandOverlapAtCurr || noZMovement
// curr was XY-INSIDE the footprint → cap hit
n = (0, 0, (dispCheck.z dispCurr.z <= 0) ? +1 : 1) // descending → top (+1)
return true
```
Cap polarity settled by ACE + geometry (BN's x87 branch rendering is
untrustworthy here — [[feedback_bn_decomp_field_names]] class 2).
## 6. step_sphere_up (0x0053b310) / land_on_cylinder (0x0053b3d0) / slide_sphere (0x0053b2a0)
```
step_sphere_up(t, s0, disp0, radsum):
if (oi.step_up_height < s0.radius + height disp0.z) // too tall
→ slide_sphere(t, s0, disp0, radsum, 0)
definite = normal_of_collision(..., 0, out n)
if normalize_check_small(n) → COLLIDED
nWorld = localspace_pos.localtoglobalvec(n) // rotate by the OBJECT's frame
if CTransition::step_up(t, nWorld) → OK
else → sp.step_up_slide(t)
land_on_cylinder(t, s0, disp0, radsum): // airborne foot hit
normal_of_collision(..., 0, out n)
if normalize_check_small(n) → COLLIDED
sp.set_collide(n) // backup + Collide flag
sp.walkable_allowance = LANDING_Z (0.0871557)
return ADJUSTED
slide_sphere(t, sphere, disp, radsum, sphereNum):
normal_of_collision(..., sphereNum, out n)
if normalize_check_small(n) → COLLIDED
return CSphere::slide_sphere(sphere, sp, ci, n, sp.global_curr_center[sphereNum])
```
The airborne landing closes through the retry loop: land_on_cylinder
(ADJUSTED, sets `sp.collide`) → next attempt → branch 5 exact-TOI rests the
sphere on the top + CP → next attempt → ε-shaved overlap now misses → OK →
TransitionalInsert Phase 3 `sp.Collide` placement re-test validates on the
CP → landing completes.
## 7. collide_with_point (0x0053acb0) — PathClipped / head-sphere hits
Port per ACE `CylSphere.CollideWithPoint` verbatim (self-contained TOI math):
non-PerfectClip movers → `set_collision_normal` + COLLIDED. PerfectClip →
exact time-of-impact reposition (`add_offset_to_check_pos`) + ADJUSTED, with
the not-definite branch deriving cap-vs-side from the movement.
## 8. Divergences + settled ambiguities (register-relevant)
1. **`is_water=1` on cylinder-top contact planes is RETAIL** (literal 1 at
0x0053aae2 and the branch-5 site; `set_contact_plane` 0x00509d80 stores
arg3 → `contact_plane_is_water`). Port verbatim; do not "fix".
2. **ACE bug (do NOT copy):** ACE's grounded head-sphere leg passes the FOOT
disp to `SlideSphere`; retail 0x0053b843 passes the HEAD disp (`x_2`).
Retail wins. (Class: [[feedback_bn_decomp_field_names]] #3 — ACE decode
wrong in a branch ACE rarely exercises.)
3. **Block offset in branch 5:** retail subtracts the cur→check landblock
offset; acdream's physics frame is continuous world-space → offset = 0.
Standing frame adaptation (same as SlideSphere's gDelta note).
4. **Ethereal targets:** branch 1 returns COLLIDED on overlap even for
ethereal; passability comes from the caller's Layer-2 override
(pc:276961-276989, non-static + !step_down → forced OK) plus the #150
step-down skip. The previous port consumed ObstructionEthereal with an
early OK before any test — response-equivalent for non-static targets,
but branch 1 is the faithful shape and also gives placement inserts the
retail blocked-by-cylinder semantics. Ported faithfully now.
5. **`normalize_check_small`** = normalize; returns true (fail) when |v| < ε
before normalizing — maps to `LengthSquared() < EpsilonSq` guard.
6. **step_sphere_up normal rotation:** retail rotates the collision normal by
the target OBJECT's frame (`localspace_pos` = the object's Position cached
by the wrapper) before `CTransition::step_up`. For yaw-only AC objects
this only affects yawed radial normals; ported faithfully via
`Vector3.Transform(n, obj.Rotation)`.
## 9. acdream port surface
`Transition.CylinderCollision` (TransitionTypes.cs) becomes the branch-4/5
dispatcher body; new private siblings `CylCollidesWithSphere`,
`CylNormalOfCollision`, `CylStepSphereUp`, `CylStepSphereDown`,
`CylSlideSphere`, `CylLandOnCylinder`, `CylCollideWithPoint`. Callers
unchanged (`FindObjCollisionsInCell` Cylinder branch; the BspOnlyDispatch
gate and the #150 ethereal step-down skip sit ABOVE this dispatch and are
unaffected). `DoStepUp` (= CTransition::step_up, A6.P6) and
`SpherePath.StepUpSlide` are reused as-is.

View file

@ -2811,9 +2811,12 @@ public sealed class Transition
// Effect (pc:276973-276977): // Effect (pc:276973-276977):
// state_3 = OK_TS ← force passable // state_3 = OK_TS ← force passable
// collision_normal_valid = 0 ← clear stale slide normal // collision_normal_valid = 0 ← clear stale slide normal
// Note: Cylinder and Sphere shapes already return OK from their own // Note: the BSP branch AND (since the 2026-07-05 CCylSphere family
// obstruction_ethereal early-out, so this clause only fires in practice // port) the Cylinder branch rely on this clause for ethereal
// for the BSP branch, but is written unconditionally as retail does. // passability — CylinderCollision's branch 1 returns Collided on
// overlap like retail, and THIS override clears it for non-static
// targets. Only the Sphere branch still early-outs on
// obstruction_ethereal (consume site 1).
if (result != TransitionState.OK if (result != TransitionState.OK
&& sp.ObstructionEthereal && sp.ObstructionEthereal
&& !sp.StepDown && !sp.StepDown
@ -3171,168 +3174,453 @@ public sealed class Transition
} }
/// <summary> /// <summary>
/// Cylinder collision test for CylSphere objects (tree trunks, rock pillars, NPCs, /// Retail <c>CCylSphere::intersects_sphere</c> dispatcher — verbatim port
/// door foot-colliders). For Contact-grounded movers, attempts to step over short /// of <c>0x0053b440</c> (acclient_2013_pseudo_c.txt:324558). Full family:
/// cylinders (retail-faithful CCylSphere::step_sphere_up). For airborne movers, /// <c>collides_with_sphere</c> 0x0053a880, <c>normal_of_collision</c>
/// movers already stepping, or cylinders too tall to step over, applies a /// 0x0053ab50, <c>collide_with_point</c> 0x0053acb0, <c>slide_sphere</c>
/// horizontal wall-slide response. /// 0x0053b2a0, <c>step_sphere_up</c> 0x0053b310, <c>land_on_cylinder</c>
/// 0x0053b3d0, <c>step_sphere_down</c> 0x0053a9b0. Pseudocode + settled
/// BN ambiguities + ACE cross-reference notes:
/// docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md.
/// ///
/// <para> /// <para>
/// A6.P6 (2026-05-25): the step-over path matches retail's /// Replaces the pre-2026-07-05 hand-rolled approximation (A6.P6 step-up
/// <c>CCylSphere::step_sphere_up</c> at /// gate + radial wall-slide) which had NO cylinder-TOP support: a
/// <c>acclient_2013_pseudo_c.txt:324516-324538</c>. The door's foot /// grounded mover stepping up onto a WIDE cylinder (the Holtburg
/// cylinder (h=0.20m, r=0.10m) is too tall for the static slide to /// town-network portal platform, Setup 0x020019E3, r=2.597 m h=0.256 m)
/// produce smooth sliding along the slab — the radial push-out /// could never validate a landing — the step-up's internal step-down
/// fires as a "phantom collision" at the door's center when the /// probe needs branch 2 (step_sphere_down → contact plane ON the flat
/// sphere is touching the slab face and the cyl is just within reach. /// top) — so DoStepUp failed into StepUpSlide and the player orbited the
/// Retail steps the sphere over the cyl (succeeds when /// rim forever. Airborne landings on tops (land_on_cylinder + the
/// <c>step_up_height &gt;= sphere.radius + cyl.height - offset.z</c>), /// collide-flag exact-TOI branch) were likewise missing.
/// which lets the sphere walk past the cyl without the radial push. /// </para>
/// On step-up failure (cyl too tall, no walkable surface beyond), ///
/// falls back to <c>step_up_slide</c> — the same crease-projection /// <para>
/// slide the BSP path uses, which produces smoother behavior than /// The <see cref="ShadowEntry"/> already carries the wrapper overload's
/// the radial push. /// (0x0053b8f0) work: Position = globalized low_pt (entity frame applied
/// at registration), Radius/CylHeight pre-scaled; the cylinder axis stays
/// world-Z. Ethereal targets: branch 1 returns Collided on overlap and
/// the caller's Layer-2 override (pc:276961-276989) clears it for
/// non-static targets — the retail passability mechanism (#150); the
/// step-down pass never reaches here for ethereal targets (pc:276799
/// skip).
/// </para> /// </para>
/// </summary> /// </summary>
private TransitionState CylinderCollision(ShadowEntry obj, SpherePath sp, PhysicsEngine engine) private TransitionState CylinderCollision(ShadowEntry obj, SpherePath sp, PhysicsEngine engine)
{ {
// Consume site 2 — CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573). // Degenerate dat heights: registration sites apply the same fallback;
// When obstruction_ethereal is set (target is ETHEREAL-alone, state & 0x4), // kept for entries registered before it (pre-dates this port).
// the retail function is void and all paths in the ethereal branch return float cylHeight = obj.CylHeight > 0f ? obj.CylHeight : obj.Radius * 4f;
// without producing a COLLIDED/Slid result — the player is fully passable.
// We mirror this by returning OK immediately, skipping all blocking paths. var s0 = sp.GlobalSphere[0];
// Retail ref: acclient_2013_pseudo_c.txt:324573. Vector3 disp0 = s0.Origin - obj.Position;
if (sp.ObstructionEthereal) // radsum: ε shaved ONCE in the dispatcher preamble (0x0053b48e) —
return TransitionState.OK; // this is what lets a sphere REST exactly on the top without
// re-colliding every frame.
float radsum = obj.Radius - PhysicsGlobals.EPSILON + s0.Radius;
bool hasHead = sp.NumSphere > 1;
Vector3 disp1 = default;
float headRadius = 0f;
if (hasHead)
{
disp1 = sp.GlobalSphere[1].Origin - obj.Position;
headRadius = sp.GlobalSphere[1].Radius;
}
// ── Branch 1 (0x0053b4a0): placement / ethereal — detection only. ──
if (sp.InsertType == InsertType.Placement || sp.ObstructionEthereal)
{
if (CylCollidesWithSphere(disp0, radsum, cylHeight, s0.Radius))
return TransitionState.Collided;
if (hasHead && CylCollidesWithSphere(disp1, radsum, cylHeight, headRadius))
return TransitionState.Collided;
return TransitionState.OK;
}
// ── Branch 2 (0x0053b4c0): step-down probe — land on the top. ──
if (sp.StepDown)
return CylStepSphereDown(obj, sp, cylHeight, disp0, radsum);
// ── Branch 3 (0x0053b4d7): walkable probe — occupancy blocks. ──
if (sp.CheckWalkable)
{
if (CylCollidesWithSphere(disp0, radsum, cylHeight, s0.Radius))
return TransitionState.Collided;
if (hasHead && CylCollidesWithSphere(disp1, radsum, cylHeight, headRadius))
return TransitionState.Collided;
return TransitionState.OK;
}
var ci = CollisionInfo;
var oi = ObjectInfo; var oi = ObjectInfo;
Vector3 sphereCurrPos = sp.GlobalCurrCenter[0].Origin;
Vector3 sphereCheckPos = sp.GlobalSphere[0].Origin;
float sphRadius = sp.GlobalSphere[0].Radius;
Vector3 sphMovement = sphereCheckPos - sphereCurrPos;
// Vertical check: does sphere reach the cylinder's height range at all? if (!sp.Collide)
float cylTop = obj.CylHeight > 0 ? obj.CylHeight : obj.Radius * 4f; {
float checkZ = sphereCheckPos.Z; // ── Branch 4 (0x0053b701): normal transition sweep. ──
if (checkZ - sphRadius > obj.Position.Z + cylTop || if ((oi.State & (ObjectInfoState.Contact | ObjectInfoState.OnWalkable)) != 0)
checkZ + sphRadius < obj.Position.Z) {
// Grounded mover: foot hit → step over / onto; head hit → slide.
if (CylCollidesWithSphere(disp0, radsum, cylHeight, s0.Radius))
return CylStepSphereUp(obj, sp, engine, cylHeight, disp0, radsum);
if (hasHead && CylCollidesWithSphere(disp1, radsum, cylHeight, headRadius))
// Retail 0x0053b843 passes the HEAD disp (its x_2); ACE's
// port passes the foot disp here — retail wins (pseudocode
// doc §8.2).
return CylSlideSphere(obj, sp, cylHeight, disp1, radsum, 1);
}
else if ((oi.State & ObjectInfoState.PathClipped) != 0)
{
if (CylCollidesWithSphere(disp0, radsum, cylHeight, s0.Radius))
return CylCollideWithPoint(obj, sp, cylHeight, s0, disp0, radsum, 0);
}
else
{
// Airborne: foot hit → land on the top; head hit → point hit.
if (CylCollidesWithSphere(disp0, radsum, cylHeight, s0.Radius))
return CylLandOnCylinder(obj, sp, cylHeight, disp0, radsum);
if (hasHead && CylCollidesWithSphere(disp1, radsum, cylHeight, headRadius))
return CylCollideWithPoint(obj, sp, cylHeight, sp.GlobalSphere[1], disp1, radsum, 1);
}
return TransitionState.OK;
}
// ── Branch 5 (0x0053b525): collide-flag re-test — exact-TOI cap landing. ──
// Runs on the attempt after land_on_cylinder set sp.Collide: rewinds
// the sphere along the REVERSE movement to rest exactly on the top,
// sets the contact plane, and consumes walk_interp.
if (CylCollidesWithSphere(disp0, radsum, cylHeight, s0.Radius)
|| (hasHead && CylCollidesWithSphere(disp1, radsum, cylHeight, headRadius)))
{
// movement = curr check. Retail subtracts the cur→check
// landblock offset (get_curr_pos_check_pos_block_offset); our
// physics frame is continuous world-space → zero (same standing
// adaptation as SlideSphere's gDelta).
Vector3 movement = sp.GlobalCurrCenter[0].Origin - s0.Origin;
if (MathF.Abs(movement.Z) < PhysicsGlobals.EPSILON)
return TransitionState.Collided;
float timecheck = (cylHeight + s0.Radius - disp0.Z) / movement.Z;
Vector3 offset = movement * timecheck;
Vector3 sum = offset + disp0;
if (radsum * radsum < sum.X * sum.X + sum.Y * sum.Y)
return TransitionState.OK; // rewound point is off the cap — not a top landing
float t = (1f - timecheck) * sp.WalkInterp;
if (t >= sp.WalkInterp || t < -0.1f)
return TransitionState.Collided;
Vector3 pt = s0.Origin + offset;
pt.Z -= s0.Radius;
// is_water=1 is verbatim retail (0x0053b6b9 → set_contact_plane
// arg3 = contact_plane_is_water, 0x00509db1). Do not "fix".
var contactPlane = new Plane(Vector3.UnitZ, -pt.Z);
CollisionInfo.SetContactPlane(contactPlane, sp.CheckCellId, isWater: true);
sp.WalkInterp = t;
sp.AddOffsetToCheckPos(offset);
return TransitionState.Adjusted;
}
return TransitionState.OK;
}
/// <summary>
/// Retail <c>CCylSphere::collides_with_sphere</c> (0x0053a880,
/// pc:323943): XY overlap against radsum, then Z-band overlap against the
/// cylinder's [0, height] extent. <paramref name="disp"/> = sphere center
/// cylinder base point.
/// </summary>
private static bool CylCollidesWithSphere(Vector3 disp, float radsum, float cylHeight, float sphereRadius)
{
if (disp.X * disp.X + disp.Y * disp.Y <= radsum * radsum)
{
float halfH = cylHeight * 0.5f;
if (sphereRadius - PhysicsGlobals.EPSILON + halfH >= MathF.Abs(halfH - disp.Z))
return true;
}
return false;
}
/// <summary>
/// Retail <c>CCylSphere::normal_of_collision</c> (0x0053ab50, pc:324102).
/// Discriminates on where the sphere was at the START of the step
/// (GlobalCurrCenter): XY-outside the combined radius → radial side
/// normal; XY-inside the footprint → cap normal (descending → top +Z,
/// ascending → underside Z; polarity settled by ACE + geometry — BN's
/// x87 branch rendering is untrustworthy here). Returns "definite":
/// false when a radial contact could actually be a diagonal cap hit
/// (curr was outside the Z band AND there is vertical movement) —
/// consumed only by <see cref="CylCollideWithPoint"/>.
/// </summary>
private bool CylNormalOfCollision(ShadowEntry obj, SpherePath sp, float cylHeight,
Vector3 dispCheck, float radsum, float sphereRadius, int sphereNum, out Vector3 normal)
{
Vector3 dispCurr = sp.GlobalCurrCenter[sphereNum].Origin - obj.Position;
if (radsum * radsum < dispCurr.X * dispCurr.X + dispCurr.Y * dispCurr.Y)
{
normal = new Vector3(dispCurr.X, dispCurr.Y, 0f);
float halfH = cylHeight * 0.5f;
bool zBandOverlapAtCurr =
sphereRadius - PhysicsGlobals.EPSILON + halfH >= MathF.Abs(halfH - dispCurr.Z);
bool noZMovement = MathF.Abs(dispCurr.Z - dispCheck.Z) <= PhysicsGlobals.EPSILON;
return zBandOverlapAtCurr || noZMovement;
}
normal = new Vector3(0f, 0f, dispCheck.Z - dispCurr.Z <= 0f ? 1f : -1f);
return true;
}
/// <summary>
/// Retail <c>AC1Legacy::Vector3::normalize_check_small</c>: returns true
/// (degenerate — caller yields Collided) when |v| &lt; F_EPSILON, else
/// normalizes in place.
/// </summary>
private static bool NormalizeCheckSmall(ref Vector3 v)
{
float mag = v.Length();
if (mag < PhysicsGlobals.EPSILON)
return true;
v /= mag;
return false;
}
/// <summary>
/// Retail <c>CCylSphere::step_sphere_up</c> (0x0053b310, pc:324516).
/// Too-tall cylinders slide; otherwise the generic step-up
/// (<see cref="DoStepUp"/> = CTransition::step_up) runs — its internal
/// step-down probe lands on the cylinder top via
/// <see cref="CylStepSphereDown"/> (branch 2), which is what makes
/// stepping ONTO a wide cylinder possible.
/// </summary>
private TransitionState CylStepSphereUp(ShadowEntry obj, SpherePath sp, PhysicsEngine engine,
float cylHeight, Vector3 disp0, float radsum)
{
var s0 = sp.GlobalSphere[0];
// step_up_height must clear (sphere.radius + height disp.z) — the
// lift needed so the sphere bottom rests on the top (0x0053b323).
if (ObjectInfo.StepUpHeight < s0.Radius + cylHeight - disp0.Z)
return CylSlideSphere(obj, sp, cylHeight, disp0, radsum, 0);
// Retail computes the normal and ignores the definite flag here.
CylNormalOfCollision(obj, sp, cylHeight, disp0, radsum, s0.Radius, 0, out var n);
if (NormalizeCheckSmall(ref n))
return TransitionState.Collided;
// Retail rotates the normal by the target OBJECT's frame
// (localtoglobalvec via the wrapper's cached localspace_pos,
// 0x0053b38d) before CTransition::step_up. Yaw-only AC frames leave
// vertical normals unchanged; radial normals pick up the yaw.
var nWorld = Vector3.Transform(n, obj.Rotation);
// engine==null only in bare unit-test transitions — no step-up
// machinery available; the retail-faithful fallback is the slide.
if (engine is not null && DoStepUp(nWorld, engine))
return TransitionState.OK; return TransitionState.OK;
// XY distance from sphere check position to cylinder axis. return sp.StepUpSlide(this);
float dxCheck = sphereCheckPos.X - obj.Position.X; }
float dyCheck = sphereCheckPos.Y - obj.Position.Y;
float distSqCheck = dxCheck * dxCheck + dyCheck * dyCheck;
float combinedR = sphRadius + obj.Radius;
float combinedRSq = combinedR * combinedR;
if (distSqCheck >= combinedRSq) /// <summary>
return TransitionState.OK; // not overlapping at check position /// Retail <c>CCylSphere::step_sphere_down</c> (0x0053a9b0, pc:324032):
/// during a step-down probe, land the foot sphere ON the cylinder's flat
/// top — contact plane (0,0,1) through the top, walk_interp consumed,
/// CheckPos lifted so the sphere bottom rests exactly on it. THE piece
/// whose absence made every step-up onto a wide cylinder fail (the
/// portal-platform rim orbit).
/// </summary>
private TransitionState CylStepSphereDown(ShadowEntry obj, SpherePath sp,
float cylHeight, Vector3 disp0, float radsum)
{
var s0 = sp.GlobalSphere[0];
// ─── Overlap detected ───────────────────────────────────── bool hit = CylCollidesWithSphere(disp0, radsum, cylHeight, s0.Radius);
// Horizontal outward normal from the cylinder axis to the sphere if (!hit && sp.NumSphere > 1)
// check position. For the degenerate case where the sphere center
// is exactly on the axis, use the movement direction as a fallback
// (pushes the sphere back out along the way it came in).
float distCheck = MathF.Sqrt(distSqCheck);
Vector3 collisionNormal;
if (distCheck < PhysicsGlobals.EPSILON)
{ {
// Sphere center on cylinder axis — push along reverse movement. Vector3 disp1 = sp.GlobalSphere[1].Origin - obj.Position;
float mxy = MathF.Sqrt(sphMovement.X * sphMovement.X + sphMovement.Y * sphMovement.Y); hit = CylCollidesWithSphere(disp1, radsum, cylHeight, sp.GlobalSphere[1].Radius);
if (mxy > PhysicsGlobals.EPSILON)
collisionNormal = new Vector3(-sphMovement.X / mxy, -sphMovement.Y / mxy, 0f);
else
collisionNormal = Vector3.UnitX;
} }
else if (!hit)
return TransitionState.OK;
float stepScale = sp.StepDownAmt * sp.WalkInterp;
if (MathF.Abs(stepScale) < PhysicsGlobals.EPSILON)
return TransitionState.Collided;
// Lift so the foot sphere's bottom rests on the top disc. The
// (1 deltaZ/stepScale) divisor is stepScale — BN garbled it;
// settled via ACE CylSphere.StepSphereDown (pseudocode doc §4).
float deltaZ = cylHeight + s0.Radius - disp0.Z;
float interp = (1f - deltaZ / stepScale) * sp.WalkInterp;
if (interp >= sp.WalkInterp || interp < -0.1f)
return TransitionState.Collided;
float topZ = s0.Origin.Z + deltaZ - s0.Radius;
// is_water=1 verbatim retail (0x0053aae2). Do not "fix".
var contactPlane = new Plane(Vector3.UnitZ, -topZ);
CollisionInfo.SetContactPlane(contactPlane, sp.CheckCellId, isWater: true);
sp.WalkInterp = interp;
sp.AddOffsetToCheckPos(new Vector3(0f, 0f, deltaZ));
return TransitionState.Adjusted;
}
/// <summary>
/// Retail <c>CCylSphere::slide_sphere</c> (0x0053b2a0, pc:324502):
/// normal_of_collision → CSphere::slide_sphere (our
/// <see cref="SlideSphere"/>) with the sliding sphere's own curr center.
/// </summary>
private TransitionState CylSlideSphere(ShadowEntry obj, SpherePath sp,
float cylHeight, Vector3 disp, float radsum, int sphereNum)
{
CylNormalOfCollision(obj, sp, cylHeight, disp, radsum,
sp.GlobalSphere[sphereNum].Radius, sphereNum, out var n);
if (NormalizeCheckSmall(ref n))
return TransitionState.Collided;
return SlideSphere(n, sp.GlobalCurrCenter[sphereNum].Origin, sphereNum);
}
/// <summary>
/// Retail <c>CCylSphere::land_on_cylinder</c> (0x0053b3d0, pc:324542):
/// airborne foot hit — arm the Collide re-test (backup + flag) and relax
/// the walkable allowance to LandingZ. The NEXT attempt's branch 5 then
/// rests the sphere on the top with the exact time-of-impact.
/// </summary>
private TransitionState CylLandOnCylinder(ShadowEntry obj, SpherePath sp,
float cylHeight, Vector3 disp0, float radsum)
{
CylNormalOfCollision(obj, sp, cylHeight, disp0, radsum,
sp.GlobalSphere[0].Radius, 0, out var n);
if (NormalizeCheckSmall(ref n))
return TransitionState.Collided;
sp.SetCollide(n);
sp.WalkableAllowance = PhysicsGlobals.LandingZ; // 0.0871557 (0x0053b41f)
return TransitionState.Adjusted;
}
/// <summary>
/// Retail <c>CCylSphere::collide_with_point</c> (0x0053acb0, pc:324173):
/// PathClipped movers + airborne head-sphere hits. Non-PerfectClip movers
/// record the collision normal and hard-stop; PerfectClip movers get the
/// exact time-of-impact reposition. TOI sub-branches ported per ACE
/// CylSphere.CollideWithPoint (BN mush too heavy in 0x0053adb6+); no
/// PerfectClip mover exists in M1.5 (players never set it), so only the
/// Collided path is load-bearing today — revisit against Ghidra if
/// missiles ever arm PerfectClip (pseudocode doc §7).
/// </summary>
private TransitionState CylCollideWithPoint(ShadowEntry obj, SpherePath sp,
float cylHeight, Sphere checkSphere, Vector3 disp, float radsum, int sphereNum)
{
bool definite = CylNormalOfCollision(obj, sp, cylHeight, disp, radsum,
checkSphere.Radius, sphereNum, out var n);
if (NormalizeCheckSmall(ref n))
return TransitionState.Collided;
if (!ObjectInfo.State.HasFlag(ObjectInfoState.PerfectClip))
{ {
collisionNormal = new Vector3(dxCheck / distCheck, dyCheck / distCheck, 0f); CollisionInfo.SetCollisionNormal(n);
return TransitionState.Collided;
} }
// A6.P6 (2026-05-25): retail-faithful CCylSphere::step_sphere_up for // Retail reads global_curr_center[0] even for the head hit
// Contact-grounded movers. acclient_2013_pseudo_c.txt:324516-324538. // (0x0053ad26; ACE agrees) — verbatim.
// Vector3 globCenter = sp.GlobalCurrCenter[0].Origin;
// Retail check: step_up_height must clear (sphere.radius + cyl.height // Block offset = 0 (continuous world frame; see branch 5 note).
// - offset.z) where offset.z is sphere center Z minus cyl low_pt Z. Vector3 movement = checkSphere.Origin - globCenter;
// Geometrically: the height we need to lift the sphere to clear the Vector3 oldDisp = globCenter - obj.Position;
// cyl's top, less the sphere center's current height above the cyl float radsumEps = radsum + PhysicsGlobals.EPSILON;
// base, equals cyl top minus sphere bottom (positive when sphere
// currently below cyl top).
//
// For the door's foot cyl (h=0.20m, sphere radius 0.48m, step_up 0.60m)
// at standing height (offset.z ~0.38m): cyl_clearance =
// 0.48 + 0.20 - 0.38 = 0.30m, step_up_height = 0.60m → step over OK.
if (oi.Contact && !sp.StepUp && !sp.StepDown && engine is not null)
{
float offsetZ = sphereCheckPos.Z - obj.Position.Z;
float cylClearance = sphRadius + cylTop - offsetZ;
if (oi.StepUpHeight >= cylClearance) float xyMoveLenSq = movement.X * movement.X + movement.Y * movement.Y;
float dot2d = movement.X * oldDisp.X + movement.Y * oldDisp.Y;
float xyDiff = -dot2d;
float oldDispXYSq = oldDisp.X * oldDisp.X + oldDisp.Y * oldDisp.Y;
float diffSq = xyDiff * xyDiff - (oldDispXYSq - radsumEps * radsumEps) * xyMoveLenSq;
float time;
Vector3 scaledMovement;
if (!definite)
{
if (MathF.Abs(movement.Z) < PhysicsGlobals.EPSILON)
return TransitionState.Collided;
if (movement.Z > 0f)
{ {
// Try step-up over the cyl (DoStepUp probes upward by n = new Vector3(0f, 0f, -1f);
// step_up_height, then step-down for walkable surface). time = (movement.Z + checkSphere.Radius) / movement.Z * -1f;
// On success: sphere is repositioned past/over the cyl,
// ContactPlane updated, returns OK.
if (DoStepUp(collisionNormal, engine))
return TransitionState.OK;
// Step-up failed — sphere couldn't find a walkable surface
// beyond the cyl (e.g., a wall behind it). Fall back to
// step_up_slide which uses the SlideSphereInternal crease
// projection — smoother than the radial push-out below
// because it follows the contact-plane / cyl-normal crease
// direction.
return sp.StepUpSlide(this);
}
// else: cyl too tall to step over — fall through to radial slide
}
// ─── Fallback: airborne / non-Contact / cyl-too-tall — wall-slide ───
// Wall-slide position (in world space):
// curr = sphereCurrPos (pre-step)
// movement = sphMovement
// projected = movement - (movement · normal) * normal
// slidPos = curr + projected
// Then push outward if still inside the cylinder radius.
Vector3 horizMovement = new Vector3(sphMovement.X, sphMovement.Y, 0f);
float movementIntoWall = Vector3.Dot(horizMovement, collisionNormal);
Vector3 projectedMovement = horizMovement - collisionNormal * movementIntoWall;
// Preserve vertical movement component (jumping/falling).
projectedMovement.Z = sphMovement.Z;
Vector3 slidPos = sphereCurrPos + projectedMovement;
// Ensure slid position is outside the cylinder radius horizontally.
float sdx = slidPos.X - obj.Position.X;
float sdy = slidPos.Y - obj.Position.Y;
float sDistSq = sdx * sdx + sdy * sdy;
float minDist = combinedR + 0.01f;
if (sDistSq < minDist * minDist)
{
float sDist = MathF.Sqrt(sDistSq);
if (sDist < PhysicsGlobals.EPSILON)
{
// Degenerate: push out along collisionNormal
slidPos.X = obj.Position.X + collisionNormal.X * minDist;
slidPos.Y = obj.Position.Y + collisionNormal.Y * minDist;
} }
else else
{ {
float pushDist = (minDist - sDist); n = new Vector3(0f, 0f, 1f);
slidPos.X += (sdx / sDist) * pushDist; time = (checkSphere.Radius + cylHeight - movement.Z) / movement.Z;
slidPos.Y += (sdy / sDist) * pushDist;
} }
scaledMovement = movement * time;
Vector3 landed = scaledMovement + oldDisp;
if (landed.X * landed.X + landed.Y * landed.Y >= radsumEps * radsumEps)
{
if (MathF.Abs(xyMoveLenSq) < PhysicsGlobals.EPSILON)
return TransitionState.Collided;
if (diffSq >= 0f && xyMoveLenSq > PhysicsGlobals.EPSILON)
{
float diff = MathF.Sqrt(diffSq);
time = xyDiff - diff < 0f
? (diff - dot2d) / xyMoveLenSq
: (xyDiff - diff) / xyMoveLenSq;
scaledMovement = movement * time;
}
n = (scaledMovement + globCenter - obj.Position) / radsumEps;
n.Z = 0f;
}
if (time < 0f || time > 1f)
return TransitionState.Collided;
Vector3 offsetOut = globCenter - scaledMovement - checkSphere.Origin;
sp.AddOffsetToCheckPos(offsetOut);
CollisionInfo.SetCollisionNormal(n);
return TransitionState.Adjusted;
} }
// Apply the offset (difference between slid and current CheckPos) if (n.Z != 0f)
Vector3 delta = slidPos - sphereCheckPos; {
sp.AddOffsetToCheckPos(delta); if (MathF.Abs(movement.Z) < PhysicsGlobals.EPSILON)
return TransitionState.Collided;
ci.SetCollisionNormal(collisionNormal); time = movement.Z > 0f
ci.SetSlidingNormal(collisionNormal); ? -((oldDisp.Z + checkSphere.Radius) / movement.Z)
return TransitionState.Slid; : (checkSphere.Radius + cylHeight - oldDisp.Z) / movement.Z;
scaledMovement = movement * time;
if (time < 0f || time > 1f)
return TransitionState.Collided;
Vector3 offsetOut = globCenter + scaledMovement - checkSphere.Origin;
sp.AddOffsetToCheckPos(offsetOut);
CollisionInfo.SetCollisionNormal(n);
return TransitionState.Adjusted;
}
if (diffSq < 0f || xyMoveLenSq < PhysicsGlobals.EPSILON)
return TransitionState.Collided;
{
float diff = MathF.Sqrt(diffSq);
time = xyDiff - diff < 0f
? (diff - dot2d) / xyMoveLenSq
: (xyDiff - diff) / xyMoveLenSq;
scaledMovement = movement * time;
if (time < 0f || time > 1f)
return TransitionState.Collided;
n = (scaledMovement + globCenter - obj.Position) / radsumEps;
n.Z = 0f;
Vector3 offsetOut = globCenter + scaledMovement - checkSphere.Origin;
sp.AddOffsetToCheckPos(offsetOut);
CollisionInfo.SetCollisionNormal(n);
return TransitionState.Adjusted;
}
} }
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
@ -3356,7 +3644,11 @@ public sealed class Transition
internal TransitionState SlideSphereInternal(Vector3 collisionNormal, Vector3 currPos) internal TransitionState SlideSphereInternal(Vector3 collisionNormal, Vector3 currPos)
=> SlideSphere(collisionNormal, currPos); => SlideSphere(collisionNormal, currPos);
private TransitionState SlideSphere(Vector3 collisionNormal, Vector3 currPos) /// <param name="sphereNum">Which path sphere is sliding (retail
/// CSphere::slide_sphere's <c>this</c> is the sphere instance — the head
/// sphere slides by its OWN displacement, 0x0053b843 passes
/// global_sphere[1]). Default 0 preserves every existing call site.</param>
private TransitionState SlideSphere(Vector3 collisionNormal, Vector3 currPos, int sphereNum = 0)
{ {
var sp = SpherePath; var sp = SpherePath;
var ci = CollisionInfo; var ci = CollisionInfo;
@ -3364,7 +3656,7 @@ public sealed class Transition
// Degenerate case: zero collision normal — nudge halfway. // Degenerate case: zero collision normal — nudge halfway.
if (collisionNormal.LengthSquared() < PhysicsGlobals.EpsilonSq) if (collisionNormal.LengthSquared() < PhysicsGlobals.EpsilonSq)
{ {
Vector3 halfOffset = (currPos - sp.GlobalSphere[0].Origin) * 0.5f; Vector3 halfOffset = (currPos - sp.GlobalSphere[sphereNum].Origin) * 0.5f;
sp.AddOffsetToCheckPos(halfOffset); sp.AddOffsetToCheckPos(halfOffset);
return TransitionState.Adjusted; return TransitionState.Adjusted;
} }
@ -3374,7 +3666,7 @@ public sealed class Transition
// gDelta: displacement from currPos to the current check sphere center. // gDelta: displacement from currPos to the current check sphere center.
// In the retail code this includes a block offset for cross-landblock // In the retail code this includes a block offset for cross-landblock
// transitions; for outdoor single-landblock movement this is zero. // transitions; for outdoor single-landblock movement this is zero.
Vector3 gDelta = sp.GlobalSphere[0].Origin - currPos; Vector3 gDelta = sp.GlobalSphere[sphereNum].Origin - currPos;
// Get the contact plane (prefer current, fall back to last known). // Get the contact plane (prefer current, fall back to last known).
System.Numerics.Plane contactPlane; System.Numerics.Plane contactPlane;

View file

@ -0,0 +1,287 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for the retail <c>CCylSphere</c> collision family port
/// (2026-07-05) — dispatcher <c>0x0053b440</c> + <c>step_sphere_down</c>
/// <c>0x0053a9b0</c> + <c>step_sphere_up</c> <c>0x0053b310</c> +
/// <c>land_on_cylinder</c> <c>0x0053b3d0</c>. Pseudocode:
/// docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md.
///
/// <para>
/// The driving repro: the Holtburg town-network portal platform (stab
/// 0xC0A9B465, Setup 0x020019E3) registers a WIDE LOW cylinder
/// (r=2.597 m, h=0.256 m). Retail steps a grounded player UP ONTO its flat
/// top; the pre-port approximation could only radial-slide, so the player
/// orbited the rim forever (launch-137-repro.log, 2026-07-05). These tests
/// pin the three retail behaviors the family provides: grounded
/// step-up-onto-top, too-tall side slide, and the airborne top landing.
/// Synthetic cylinders only — no dat dependency.
/// </para>
/// </summary>
public class CylSphereFamilyTests
{
private readonly ITestOutputHelper _out;
public CylSphereFamilyTests(ITestOutputHelper output) => _out = output;
private const uint TestLandblockId = 0xA9B40000u;
private const uint TestCellId = TestLandblockId | 0x0001u; // landcell (0,0)
private const float SphereRadius = 0.48f; // retail player capsule radius
private const float SphereHeight = 1.20f;
private const float StepUpHeight = 0.60f;
private const float StepDownHeight = 0.04f;
// The live platform's registered shape ([cyl-test] launch-137-repro.log).
private const float PlatformRadius = 2.597f;
private const float PlatformHeight = 0.256f;
/// <summary>
/// The portal-platform repro: a grounded player walking into the wide low
/// cylinder must STEP UP onto its flat top (retail
/// grounded branch → step_sphere_up → CTransition::step_up, whose
/// step-down probe lands via step_sphere_down's top-disc contact plane) —
/// not slide around the rim.
/// </summary>
[Fact]
public void Grounded_WalkIntoWideLowCylinder_StepsUpOntoTop()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xCAFEu,
worldPos: new Vector3(12f, 14f, 0f),
radius: PlatformRadius, height: PlatformHeight);
var body = MakeGroundedBody(new Vector3(12f, 10.4f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.10f, 0f);
for (int tick = 0; tick < 40; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
// Rim contact is at Y ≈ 14 2.597 0.48 = 10.92. Pre-port the player
// pinned there (Z stayed 0, Y never passed the rim). Post-port the
// player must be standing ON the platform top.
Assert.True(pos.Y > 11.5f,
$"Player must advance past the rim contact (pre-port it pinned at Y≈10.9); got Y={pos.Y:F3}");
Assert.True(MathF.Abs(pos.Z - PlatformHeight) < 0.05f,
$"Player must stand ON the platform top (Z≈{PlatformHeight:F3}); got Z={pos.Z:F3}");
Assert.True(grounded, "Player must remain grounded after stepping onto the platform");
}
/// <summary>
/// A tall thin cylinder (the Holtburg torch shape, r=0.2 h=2.2 — #149)
/// exceeds step_up_height: the grounded dead-center approach must NOT
/// step up and must NOT pass through — retail slides (dead-center the
/// crease projection degenerates to a hard stop).
/// </summary>
[Fact]
public void Grounded_WalkIntoTallCylinder_BlocksBeforeAxis()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xF00Du,
worldPos: new Vector3(12f, 14f, 0f),
radius: 0.2f, height: 2.2f);
var body = MakeGroundedBody(new Vector3(12f, 12.6f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.10f, 0f);
for (int tick = 0; tick < 30; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
// Surface contact at Y = 14 0.2 0.48 = 13.32.
Assert.True(pos.Y < 13.4f,
$"Tall cylinder must block the dead-center approach; got Y={pos.Y:F3}");
Assert.True(pos.Z < 0.5f,
$"Player must NOT end up on top of a 2.2 m cylinder; got Z={pos.Z:F3}");
}
/// <summary>
/// Airborne landing: a falling sphere over the platform center must land
/// ON the flat top (land_on_cylinder → Collide re-test → branch-5
/// exact-TOI rest + top-disc contact plane), not fall through to the
/// terrain inside the footprint.
/// </summary>
[Fact]
public void Airborne_FallOntoWideCylinder_LandsOnTop()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xCAFEu,
worldPos: new Vector3(12f, 14f, 0f),
radius: PlatformRadius, height: PlatformHeight);
Vector3 pos = new(12f, 14f, 1.0f); // 1 m above the base, over the center
uint cellId = TestCellId;
bool grounded = false;
var perTick = new Vector3(0f, 0f, -0.25f);
int landedTick = -1;
for (int tick = 0; tick < 20; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: null,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
if (grounded) { landedTick = tick; break; }
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded} landedTick={landedTick}");
Assert.True(grounded, "Falling sphere must land (ground) on the platform top");
Assert.True(MathF.Abs(pos.Z - PlatformHeight) < 0.05f,
$"Landing must rest on the top disc (Z≈{PlatformHeight:F3}), not the terrain " +
$"(Z=0) inside the footprint; got Z={pos.Z:F3}");
}
/// <summary>
/// Ethereal cylinders stay fully passable through the caller's Layer-2
/// override (pc:276961-276989) — branch 1 detects, the override clears.
/// Guards the #150 door behavior against the branch-1 change from the
/// old early-OK consume.
/// </summary>
[Fact]
public void Grounded_EtherealCylinder_IsFullyPassable()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xE7E7u,
worldPos: new Vector3(12f, 14f, 0f),
radius: 0.2f, height: 2.2f,
state: 0x4u); // ETHEREAL_PS, non-static
var body = MakeGroundedBody(new Vector3(12f, 12.6f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.10f, 0f);
for (int tick = 0; tick < 30; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3})");
Assert.True(pos.Y > 14.5f,
$"Ethereal cylinder must not block (walked from 12.6 to past the axis); got Y={pos.Y:F3}");
}
// ───────────────────────────────────────────────────────────────
// Harness
// ───────────────────────────────────────────────────────────────
private static PhysicsEngine BuildEngine(out PhysicsDataCache cache)
{
cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
// Flat terrain at Z=0 across the whole landblock.
var heights = new byte[81];
var heightTable = new float[256]; // all zero → terrain Z = 0
engine.AddLandblock(
landblockId: TestLandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty<CellSurface>(),
portals: Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
return engine;
}
private static void RegisterCylinder(PhysicsEngine engine, uint entityId,
Vector3 worldPos, float radius, float height, uint state = 0u)
{
engine.ShadowObjects.Register(
entityId, gfxObjId: 0u,
worldPos, Quaternion.Identity, radius,
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: TestLandblockId,
collisionType: ShadowCollisionType.Cylinder,
cylHeight: height,
state: state);
}
private static PhysicsBody MakeGroundedBody(Vector3 position)
{
var floorPlane = new Plane(Vector3.UnitZ, 0f);
var floorVerts = new[]
{
new Vector3(-100f, -100f, 0f),
new Vector3( 100f, -100f, 0f),
new Vector3( 100f, 100f, 0f),
new Vector3(-100f, 100f, 0f),
};
return new PhysicsBody
{
Position = position,
Orientation = Quaternion.Identity,
ContactPlaneValid = true,
ContactPlane = floorPlane,
ContactPlaneCellId = TestCellId,
WalkablePolygonValid = true,
WalkablePlane = floorPlane,
WalkableVertices = floorVerts,
WalkableUp = Vector3.UnitZ,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
}
}

View file

@ -487,9 +487,20 @@ public class PhysicsEngineTests
collisionType: ShadowCollisionType.Cylinder, collisionType: ShadowCollisionType.Cylinder,
cylHeight: 1.835f); cylHeight: 1.835f);
// Without the gate (movingEntityId == 0): the sweep must self-push. // Without the gate (movingEntityId == 0): the sweep must be
// This proves the registry actually causes a collision, so the // INTERFERED WITH by the self-entry. This proves the registry
// following filtered case is not a vacuous pass. // actually causes a collision, so the following filtered case is not
// a vacuous pass.
//
// Observable updated for the 2026-07-05 CCylSphere family port: the
// old hand-rolled response radial-pushed the sphere ~1 m sideways
// (the original #42 symptom this test asserted). Retail's dispatcher
// (0x0053b440) resolves this geometry — airborne, dead-center on the
// cylinder axis, moving up — through land_on_cylinder → the Collide
// re-test, whose interp gate hard-stops (COLLIDED); ValidateTransition
// then reverts to a stay-put (no sideways teleport, Ok=true). The
// response-model-independent interference signal is the DENIED +Z
// movement: the sweep must NOT reach the +0.022 target.
var unfiltered = engine.ResolveWithTransition( var unfiltered = engine.ResolveWithTransition(
currentPos: bodyPos, targetPos: targetPos, currentPos: bodyPos, targetPos: targetPos,
cellId: 0xA9B40039u, cellId: 0xA9B40039u,
@ -498,11 +509,11 @@ public class PhysicsEngineTests
isOnGround: false, isOnGround: false,
movingEntityId: 0u); movingEntityId: 0u);
float unfilteredXY = MathF.Sqrt( Assert.True(unfiltered.Position.Z < targetPos.Z - 0.01f,
(unfiltered.Position.X - targetPos.X) * (unfiltered.Position.X - targetPos.X) + $"Without movingEntityId, the sweep must collide with the mover's own " +
(unfiltered.Position.Y - targetPos.Y) * (unfiltered.Position.Y - targetPos.Y)); $"ShadowEntry and deny the +Z movement (retail: land_on_cylinder → " +
Assert.True(unfilteredXY > 0.5f, $"Collide re-test → COLLIDED → stay-put). Got Z={unfiltered.Position.Z:F4}, " +
$"Without movingEntityId, sweep should self-push (got XY drift {unfilteredXY:F3}m)"); $"target Z={targetPos.Z:F4}");
// With the gate: the sweep must leave XY unchanged. // With the gate: the sweep must leave XY unchanged.
var filtered = engine.ResolveWithTransition( var filtered = engine.ResolveWithTransition(