fix(test): correct geometric pin test for door slab Z math
The Geometric_DoorSlabZRange_AbovePlayerSphereTop test was computing slabWorldZBottom as (entity.Z + partFrame.Z) — assuming the slab's local Z=0 was its bottom. Actually checking the dat shows the slab's PhysicsPolygons local AABB is min=(-0.954, -0.134, -1.236) max=(0.971, 0.127, 1.255) — the slab's local origin is at its GEOMETRIC CENTER, not the bottom. With partFrame.Z=1.275 lifting the origin, the slab world Z is actually [94.139, 96.630], not [95.375, 97.865]. Corrected test now computes both slabLocalZMin and slabLocalZMax from the polygon vertices and asserts the opposite (correct) geometric fact: the slab IS at sphere height — overlap from Z=94.139 to Z=95.20 (1.061 m of vertical overlap with the player's sphere). The slab is NOT a lintel that misses the sphere; it should collide. Test renamed: Geometric_DoorSlabZRange_AbovePlayerSphereTop → Geometric_DoorSlabAtSphereHeight_OverlapsInZ. Handoff doc 2026-05-25-door-bug-partial-fix-shipped.md updated with the corrected analysis. The "next investigation candidates" list now points toward cdb attach to retail as the highest-ROI option, since the BSP collision IS active at sphere height but production still shows asymmetric walkthrough behavior. The bug is in either the GetNearbyObjects coverage at primary-cell boundaries, the BSP polygon partial-overlap handling, or missing cell-BSP collision for cottage doorway walls. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2 changed files with 125 additions and 129 deletions
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@ -106,90 +106,90 @@ The `[bsp-test]` probe fires 245 times for the door entity during the
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post-fix inside-out attempts — door IS being queried. The
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post-fix inside-out attempts — door IS being queried. The
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collision-detection mechanics produce the wrong response.
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collision-detection mechanics produce the wrong response.
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## What's next (separate bug — REFRAMED 2026-05-25 evening)
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## What's next (separate bug)
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**Initial hypothesis was wrong.** Two new directional tests built
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**Investigation status (corrected 2026-05-25 late evening).** Two new
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post-fix (`Directional_OutsideIn_*`, `Directional_InsideOut_*`) BOTH
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directional tests + a geometric pin test all PASS:
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PASS — the BSP collision response is symmetric at unit-test level.
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The asymmetric production bug must come from something the unit tests
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weren't capturing.
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A geometric pin test (`Geometric_DoorSlabZRange_AbovePlayerSphereTop`)
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- `Directional_OutsideIn_SouthApproach_BlocksAtSlabSouthFace` PASSES.
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reveals the real story:
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- `Directional_InsideOut_NorthApproach_BlocksAtSlabNorthFace` PASSES.
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- `Geometric_DoorSlabAtSphereHeight_OverlapsInZ` PASSES.
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The geometric test reveals (correctly computed this time):
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```
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```
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Setup 0x020019FF (cottage door):
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Setup 0x020019FF (cottage door) PhysicsPolygons local AABB:
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CylSphere[0]: r=0.10, h=0.20, origin=(0, 0, 0.018)
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min=(-0.954, -0.134, -1.236) max=(0.971, 0.127, 1.255)
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→ world Z [94.118, 94.318] when entity at Z=94.1
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(slab origin at GEOMETRIC CENTER, not the bottom)
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Part 0 (GfxObj 0x010044B5, the BSP "slab"):
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placement frame [Default][0].Origin = (-0.006, 0.125, 1.275)
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→ BSP world Z [95.375, 97.865] when entity at Z=94.1
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Player at floor Z=94:
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partFrame[0].Origin = (-0.006, 0.125, 1.275) → lifts slab origin
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sphere height = 1.20, sphere top = 95.20
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1.275 m above entity Z
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BSP slab BOTTOM (95.375) is ABOVE sphere TOP (95.20) by 0.175 m.
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With entity at world (132.6, 17.1, 94.1) + 180° entity rotation:
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The slab NEVER collides with the player's body sphere.
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partWorldPos = (132.606, 16.975, 95.375)
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Slab WORLD AABB:
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X: [131.635, 133.560] (1.925 m wide)
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Y: [16.848, 17.109] (0.261 m thick)
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Z: [94.139, 96.630] (2.491 m tall, bottom JUST above floor)
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Player sphere at foot Z=94:
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Z: [94, 95.20]
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Slab DOES overlap sphere in Z (overlap Z=[94.139, 95.20] = 1.061 m).
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```
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```
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The slab is a LINTEL (the door frame above the doorway), not a leaf.
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**The slab IS at sphere height — it should collide.** Both directional
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The door's only collision against a player at floor level is the
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tests prove BSP collision response is symmetric for sphere-to-slab
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0.10 m radius foot cylinder. Sphere radius 0.48 + cyl 0.10 = 0.58 m
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approach. Yet production shows asymmetric inside-out walkthrough at
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collision reach. Any sphere center > 0.58 m from cylinder center
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off-center positions. The bug must be in one of:
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(132.6, 17.1) passes freely.
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The user-reported "inside-out walkthrough at ~50 cm off-center" is
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1. **The portal-reachable cells from indoor cell 0x0150 still miss the
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the sphere walking AROUND the cylinder, at X = 132.6 ± 0.6+ m where
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door's shadow at certain sphere positions**, despite the
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collision misses entirely. "Body partially intersects door" is the
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AddAllOutsideCells fix. The user's walkthrough at X=133.655 (1.05 m
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character model occupying the visual door's volume while the collision
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east of door center) puts the sphere mostly east of slab X range
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sphere passes beside the foot cylinder.
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[131.635, 133.560]. The sphere's WEST edge (X=133.175) is barely
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inside the slab. If GetNearbyObjects's outdoor radial sweep uses
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sphere center XY for cell lookup, it computes
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gridX = (int)(133.655 / 24) = 5 → cell 0xA9B40029. But AddAllOutsideCells
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only adds cells based on the sphere's PRIMARY position. The east-cell
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neighbor might not be added if the sphere is wholly within the primary
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cell's grid XY. Worth verifying.
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The "outside-in works" case is also the foot cylinder doing the
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2. **The BSP polygon-level test for partial-overlap geometry.** Sphere
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blocking — when the user approaches more centered or hits the cylinder
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half-east-of-slab, sphere south edge at slab north edge, moving +Y:
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head-on. The cell-visibility fix made the cylinder visible from indoor
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sphere is on the verge of leaving the slab volume. BSPQuery's polygon
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cells (it wasn't before), which is why outside-in went from "walks
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intersection might consider this a "leaving collision" with no
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through" to "blocks" — but the cylinder is the actual collider.
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response, even though the sphere body still partially occupies the
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slab volume. Retail might handle this as "depenetration push" to
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resolve the overlap.
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**This is a door-geometry interpretation question, NOT a BSP query bug.**
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3. **Cell BSP (cell 0x0150's PhysicsPolygons) is missing**. The doorway
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Three candidate next-step investigations:
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alcove cell has 4 physics polygons — likely walls + floor. If retail
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relies on the cell's walls to catch sphere-vs-doorway-side-wall
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collisions (in addition to the door slab), and we're not loading /
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testing the cell BSP correctly for the player's foot at sphere
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height, the side walls would miss.
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1. **Retail-faithfulness audit on door collision.** Read retail's
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Three candidate investigations, ranked by ROI:
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`CPhysicsObj::set_setup_for_door` (or similar) to determine what
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shapes retail loads for a closed cottage door. If retail uses the
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SAME setup data + finds the same shapes we do, the door geometry
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in the dat IS the spec. The "blocking" the user sees in retail
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might similarly be the foot cylinder + perhaps a different default
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sphere from setup.Radius/setup.Height that we're not registering.
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2. **Inspect door parts 1+2 (GfxObj 0x010044B6).** Per prior session's
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**A. cdb attach to retail** at a Holtburg cottage doorway. Break on
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handoff they are visual-only (HasPhysics=false). Verify by direct
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`CTransition::FindObjCollisions` for the door entity. Inspect what
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dat read — maybe the PhysicsBSP is null but the cylinder/sphere
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shapes retail actually tests against. THIS IS DEFINITIVE — answers
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list on the GfxObj itself has collision data we're missing.
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"what should we be doing differently" in 15-30 min. CLAUDE.md has the
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`DoorSetupGfxObjInspectionTests` already prints this; re-read.
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toolchain ready.
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3. **The cottage cell BSP encloses the doorway.** Cell 0x0150
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**B. Reproduce inside-out walkthrough at unit-test speed.** Load real
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(the doorway alcove) is bounded by cottage walls. The DOOR opens
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cell 0x0150 BSP into the harness (via CacheCellStruct from dat) +
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through a gap in those walls. When the door is closed, the gap
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register door at faithful transform + replay captured tick 3262.
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is filled by the door geometry. Maybe retail's collision relies
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If walkthrough reproduces at unit speed, can iterate on the fix in
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on the cottage walls (cell BSP) for the "doorway side walls" and
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<500 ms.
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the door's slab covers ONLY the opening's leaf area. The asymmetric
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block we see could be the cottage cell walls catching outside-in
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approach (cell BSP collision via FindEnvCollisions, before the
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door's shadow ever fires) but NOT catching inside-out at the same
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alcove geometry.
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The 50cm off-center approach probably exits the cottage walls' BSP
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**C. Audit GetNearbyObjects radial sweep + AddAllOutsideCells coverage**
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through the doorway gap, walks past the foot cylinder (which is small),
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for east-neighbor cell when sphere XY is at primary cell boundary.
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and never has anything to collide against in the world's collision
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representation. Retail might block this via a `setup.Radius=0.1414`
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cylinder we're missing (Setup.Radius isn't currently registered by
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`ShadowShapeBuilder.FromSetup` for entities WITH a CylSphere).
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Apparatus to write next: a test that registers the door using
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Recommendation: **A first** (cdb), then **B** to validate the fix at
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ShadowShapeBuilder.FromSetup AND verifies setup.Radius is reflected
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unit-test speed.
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in the shape list. If it isn't, that's a candidate fix — the door's
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0.14 m radius + 0.20 m height SETUP sphere is wider than the 0.10 m
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CylSphere and would catch the off-center approach.
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## Commits
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## Commits
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@ -300,9 +300,9 @@ public class DoorBugTrajectoryReplayTests
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/// </para>
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/// </para>
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/// </summary>
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/// </summary>
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/// <summary>
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/// <summary>
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/// Geometric finding (2026-05-25 evening) — pins the door geometry
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/// Geometric pin (2026-05-25 evening, CORRECTED) — pins where the
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/// math that explains why the "inside-out walkthrough" persists
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/// cottage door's BSP slab actually lives in world space relative
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/// after the cell-visibility fix.
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/// to the player's sphere.
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///
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///
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/// <para>
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/// <para>
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/// The cottage door Setup 0x020019FF has:
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/// The cottage door Setup 0x020019FF has:
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@ -319,58 +319,55 @@ public class DoorBugTrajectoryReplayTests
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/// </para>
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/// </para>
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///
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///
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/// <para>
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/// <para>
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/// With entity at (132.6, 17.1, 94.1) (the captured Holtburg cottage
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/// AABB measured: <c>min=(-0.954,-0.134,-1.236) max=(0.971,0.127,1.255)</c>.
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/// door spawn position):
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/// The slab's local origin is at the slab's GEOMETRIC CENTER (each
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/// axis is roughly symmetric around 0). With partFrame.Z = +1.275
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/// lifting the local origin up from the entity, the slab's world
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/// extents are:
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/// </para>
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///
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/// <list type="bullet">
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/// <list type="bullet">
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/// <item>Cylinder world Z range: [94.118, 94.318] — touches the
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/// <item>X: [131.635, 133.560] (1.925 m wide; after 180° entity Z rot)</item>
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/// ground (sphere foot Z=94 to top Z=95.20 overlaps cyl Z up to 94.318).</item>
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/// <item>Y: [16.848, 17.109] (0.261 m thick)</item>
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/// <item>Slab world Z range: [95.375, 97.865]. <b>The slab's BOTTOM
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/// <item><b>Z: [94.139, 96.630]</b> (2.491 m tall, bottom JUST above floor)</item>
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/// (95.375 m) is 0.175 m ABOVE the player's sphere top
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/// (95.20 m).</b> The slab NEVER intersects the player's
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/// body sphere vertically.</item>
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/// </list>
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/// </list>
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///
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/// <para>
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/// Player sphere (radius 0.48, height 1.20) at floor Z=94 extends
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/// Z=[94, 95.20]. Slab bottom (94.139) is BELOW sphere top (95.20)
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/// by 1.061 m. <b>The slab DOES overlap the sphere in Z</b> over
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/// world Z range [94.139, 95.20]. The slab is at sphere height,
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/// not above it.
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/// </para>
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/// </para>
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///
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///
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/// <para>
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/// <para>
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/// Implication: the door's only effective collision against a player
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/// The foot cylinder (r=0.10, h=0.20) sits at world Z [94.118, 94.318]
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/// at floor level is the 0.10 m radius foot cylinder. The 1.93 m wide
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/// — barely above the floor, well within the sphere's foot region.
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/// slab is collision-irrelevant at sphere height — it's a LINTEL
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/// (the door frame above), not a leaf collision. The user-reported
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/// "off-center walkthrough" is the sphere walking AROUND the
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/// 0.10 m foot cylinder (sphere reach 0.48 + cyl 0.10 = 0.58 m;
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/// any sphere center >0.58 m from cylinder center passes freely).
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/// The "body partially intersects door" is the rendered character model
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/// occupying volume the door visual fills, but no collision body to
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/// stop it because the slab is too high.
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/// </para>
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/// </para>
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///
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///
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/// <para>
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/// <para>
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/// Next session: this is a DAT or registration issue, not a BSP query
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/// Both shapes are at collision-able height. So the post-fix
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/// bug. Options:
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/// inside-out walkthrough at off-center positions is NOT explained
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/// <list type="number">
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/// by the slab being above the sphere. The bug must be in the BSP
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/// <item>Verify retail actually USES this geometry — maybe the door
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/// polygon-level collision response, OR in how the multi-cell
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/// relies on the cottage CELL'S walls (cell 0x0150's
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/// portal-reachable cells produce the shapes list for a player on
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/// PhysicsPolygons) to enclose the doorway, and the door's
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/// the indoor side of the doorway. Next session investigation:
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/// only collision is the foot cylinder + a leaf shape we're
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/// add a focused test that replays the captured inside-out
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/// missing.</item>
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/// walkthrough tick with the door registered at its FAITHFUL
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/// <item>Inspect parts 1+2 (the door LEAVES, GfxObj 0x010044B6) to
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/// production transform (180° entity rot + dat-loaded partFrame)
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/// confirm they're truly visual-only or if we missed a
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/// and shows what BSPQuery.FindCollisions actually does at that
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/// physics shape.</item>
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/// tick.
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/// <item>cdb attach to retail at a Holtburg cottage door — set a
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/// breakpoint on CTransition::FindObjCollisions for the door
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/// entity and inspect what shapes retail tests against.</item>
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/// </list>
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/// </para>
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/// </para>
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/// </summary>
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/// </summary>
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[Fact]
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[Fact]
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public void Geometric_DoorSlabZRange_AbovePlayerSphereTop()
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public void Geometric_DoorSlabAtSphereHeight_OverlapsInZ()
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{
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{
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var datDir = ResolveDatDir();
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var datDir = ResolveDatDir();
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if (datDir is null) return;
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if (datDir is null) return;
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// Load the door setup + part 0's PlacementFrame.
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DatReaderWriter.Types.Frame partFrame;
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DatReaderWriter.Types.Frame partFrame;
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float slabLocalZMax;
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float slabLocalZMin = float.MaxValue;
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float slabLocalZMax = float.MinValue;
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using (var dats = new DatCollection(datDir, DatAccessType.Read))
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using (var dats = new DatCollection(datDir, DatAccessType.Read))
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{
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{
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var setup = dats.Get<DatReaderWriter.DBObjs.Setup>(0x020019FFu)!;
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var setup = dats.Get<DatReaderWriter.DBObjs.Setup>(0x020019FFu)!;
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@ -380,38 +377,37 @@ public class DoorBugTrajectoryReplayTests
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var gfx = dats.Get<DatReaderWriter.DBObjs.GfxObj>(DoorGfxObjId)!;
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var gfx = dats.Get<DatReaderWriter.DBObjs.GfxObj>(DoorGfxObjId)!;
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Assert.NotNull(gfx.PhysicsPolygons);
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Assert.NotNull(gfx.PhysicsPolygons);
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// Compute local AABB Z max from vertex array.
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// Walk every physics polygon vertex to find local Z extents.
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slabLocalZMax = float.MinValue;
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foreach (var poly in gfx.PhysicsPolygons.Values)
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foreach (var poly in gfx.PhysicsPolygons.Values)
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{
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{
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foreach (ushort vid in poly.VertexIds)
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foreach (ushort vid in poly.VertexIds)
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{
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{
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if (gfx.VertexArray.Vertices.TryGetValue(vid, out var sv))
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if (!gfx.VertexArray.Vertices.TryGetValue(vid, out var sv)) continue;
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if (sv.Origin.Z > slabLocalZMax) slabLocalZMax = sv.Origin.Z;
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if (sv.Origin.Z < slabLocalZMin) slabLocalZMin = sv.Origin.Z;
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if (sv.Origin.Z > slabLocalZMax) slabLocalZMax = sv.Origin.Z;
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}
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}
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}
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}
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}
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}
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// The door's entity is placed at world Z=94.1 in Holtburg (per
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// Slab local origin shifted up by partFrame.Z. Slab world Z extents:
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// captured spawn log). Slab local Z=0 origin offsets to:
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float partWorldZ = DoorSpawnPos.Z + partFrame.Origin.Z;
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float slabWorldZBottom = DoorSpawnPos.Z + partFrame.Origin.Z;
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float slabWorldZBottom = partWorldZ + slabLocalZMin;
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float slabWorldZTop = slabWorldZBottom + slabLocalZMax;
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float slabWorldZTop = partWorldZ + slabLocalZMax;
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// The player has sphereHeight=1.20, sphereRadius=0.48. Sphere top
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const float SphereHeight = 1.20f;
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// in world = foot.Z + height - radius + radius = foot.Z + height
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const float PlayerFootZ = 94f;
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// (the top of the head sphere centered at foot.Z + height - radius).
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float sphereTopZ = PlayerFootZ + SphereHeight;
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const float SphereHeight = 1.20f;
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const float PlayerFootZ = 94f; // standard Holtburg floor
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float sphereTopZ = PlayerFootZ + SphereHeight;
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// The crucial assertion: slab bottom is above sphere top.
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// The slab IS at sphere height — bottom should be below sphere top.
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Assert.True(slabWorldZBottom > sphereTopZ,
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Assert.True(slabWorldZBottom < sphereTopZ,
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$"Door slab bottom ({slabWorldZBottom:F3}) should be ABOVE " +
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$"Door slab bottom ({slabWorldZBottom:F3}) should be BELOW " +
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$"player sphere top ({sphereTopZ:F3}). Gap = " +
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$"player sphere top ({sphereTopZ:F3}). Slab Z range = " +
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$"{slabWorldZBottom - sphereTopZ:F3} m. This pins the geometric " +
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$"[{slabWorldZBottom:F3}, {slabWorldZTop:F3}]. Player sphere Z = " +
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$"fact that the slab does not collide with the player at floor " +
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$"[{PlayerFootZ:F3}, {sphereTopZ:F3}]. The slab IS at " +
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||||||
$"level — only the foot cylinder does. The inside-out 'walkthrough' " +
|
$"sphere height (overlap from {MathF.Max(slabWorldZBottom, PlayerFootZ):F3} " +
|
||||||
$"is the sphere passing around the cylinder, not through the slab.");
|
$"to {MathF.Min(slabWorldZTop, sphereTopZ):F3}). So the inside-out " +
|
||||||
|
$"walkthrough is NOT caused by the slab being above the sphere — " +
|
||||||
|
$"the bug must be in BSP polygon-level collision response.");
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue