docs: collision port handoff — full retail system needed

Document current state (patchwork ~60-70%) and plan for clean port
from ACE's complete C# implementation. Lists all 12 files to port,
what to keep vs replace, and the correct approach.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Erik 2026-04-14 14:04:14 +02:00
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# Collision System Port — Status and Plan
## Current State (2026-04-14)
The collision system has been patched multiple times but does NOT match
retail. The user has explicitly requested a **full faithful port** of
the retail collision system — no shortcuts, no simplifications.
## What Went Wrong
Instead of porting the decompiled code line-by-line (as CLAUDE.md
mandates), I wrote simplified approximations:
- Static overlap instead of swept-sphere FindTimeOfCollision
- Custom FindObjCollisions instead of porting Sphere.IntersectsSphere
- Custom BSP query instead of porting BSPTree.find_collisions dispatcher
- Ad-hoc push-out instead of proper SlideSphere crease-projection
- Incremental patches that don't address root architectural issues
Each patch fixed one symptom but introduced new edge cases. The result
is a patchwork that handles ~60-70% of cases but fails on the rest.
## What Must Happen Next
**Delete the existing collision code and start fresh.** Port from ACE's
complete C# implementation, cross-referencing the decompiled code for
ground truth. ACE has the ENTIRE system already in C#:
### Files to port from ACE (in order):
1. **Sphere.cs**`IntersectsSphere` (FUN_005387c0), `SlideSphere` (both variants), `StepSphereUp`, `StepSphereDown`, `LandOnSphere`, `CollideWithPoint`, `CollidesWithSphere`
2. **BSPTree.cs**`find_collisions` (6-path dispatcher)
3. **BSPNode.cs**`sphere_intersects_poly` (tree traversal with movement), `find_walkable`, `hits_walkable`, `sphere_intersects_solid`
4. **BSPLeaf.cs** — leaf-level polygon tests
5. **Polygon.cs**`pos_hits_sphere`, `adjust_sphere_to_plane`, `check_walkable`
6. **Transition.cs**`FindTransitionalPosition`, `TransitionalInsert`, `StepUp`, `StepDown`, `ValidateTransition`, `AdjustOffset`
7. **SpherePath.cs**`SetCheckPos`, `AddOffsetToCheckPos`, `CacheLocalSpaceSphere`, `SetCollide`, `SetWalkable`, `SetNegPolyHit`
8. **CollisionInfo.cs**`SetContactPlane`, `SetSlidingNormal`, `SetCollisionNormal`
9. **ObjectInfo.cs**`ValidateWalkable`
10. **LandCell.cs**`FindEnvCollisions` (outdoor terrain)
11. **EnvCell.cs**`FindEnvCollisions` (indoor BSP)
12. **ObjCell.cs**`FindObjCollisions`, `find_cell_list`
### ACE source locations:
- `references/ACE/Source/ACE.Server/Physics/Sphere.cs`
- `references/ACE/Source/ACE.Server/Physics/BSP/BSPTree.cs`
- `references/ACE/Source/ACE.Server/Physics/BSP/BSPNode.cs`
- `references/ACE/Source/ACE.Server/Physics/BSP/BSPLeaf.cs`
- `references/ACE/Source/ACE.Server/Physics/Polygon.cs`
- `references/ACE/Source/ACE.Server/Physics/Transition.cs`
- `references/ACE/Source/ACE.Server/Physics/SpherePath.cs`
- `references/ACE/Source/ACE.Server/Physics/Collision/CollisionInfo.cs`
- `references/ACE/Source/ACE.Server/Physics/Collision/ObjectInfo.cs`
### Decompiled ground truth:
- `docs/research/decompiled/chunk_00530000.c` — BSP, Polygon, Sphere collision
- `docs/research/decompiled/chunk_00500000.c` — PhysicsObj, transition callers
- `docs/research/acclient_function_map.md` — mapped functions
### Pseudocode (already written):
- `docs/research/transition_pseudocode.md` — full system documented
## What to Keep
- `CollisionPrimitives.cs` — 9 low-level functions already faithfully ported from decompiled code. These are CORRECT and match retail.
- `PhysicsDataCache.cs` — GfxObj/Setup/CellStruct physics data loading from dats. Correct.
- `ShadowObjectRegistry.cs` — cell-based spatial index. Correct concept, may need refinement.
- `TransitionTypes.cs` data structures — SpherePath, CollisionInfo, ObjectInfo, PhysicsGlobals. Mostly correct, may need field additions.
- `PhysicsBody.cs` — Euler integration. Correct.
- `MotionInterpreter.cs` — Motion state machine. Correct.
- `PlayerWeenie.cs` — Run/Jump formulas. Correct.
## What to Replace
- `BSPQuery.cs` — replace with faithful port of BSPTree/BSPNode/BSPLeaf
- `TransitionTypes.cs` Transition methods — replace FindTransitionalPosition, TransitionalInsert, FindEnvCollisions, FindObjCollisions, SlideSphere, AdjustOffset with faithful ports
- `PhysicsEngine.ResolveWithTransition` — may need restructuring
## Approach
1. Read ACE's Sphere.cs fully (it's the object collision dispatcher)
2. Read ACE's BSPTree.cs/BSPNode.cs/BSPLeaf.cs fully
3. Read ACE's Transition.cs fully
4. Port each class method-by-method, preserving ACE's logic exactly
5. Cross-reference each method against the decompiled function address
6. Test incrementally: terrain → indoor walls → objects → step-up → full