fix(phys): A6.P3 slice 2 — remove L622 per-tick CP seed (issue #96)

Closes issue #96 (per-tick PhysicsEngine.ResolveWithTransition CP seed
contributing 99.3% of post-slice-1 CP writes). Matches retail's
CTransition::init at acclient_2013_pseudo_c.txt:271954 which explicitly
clears contact_plane_valid = 0 at transition start.

Cross-tick CP retention now flows entirely via retail-faithful
mechanisms:
  - Mechanism A: BSPQuery.FindCollisions Path-6 land write
  - Mechanism B: Transition.ValidateTransition LKCP restore (slice 1)
  - Body persist at transition end (already existed)

Cost (deliberate): AdjustOffset on sub-step 1 of each tick takes the
'no contact plane' path. Slope-snap loss is imperceptible (sub-steps
are small, sub-steps 2+ pick up CP normally).

Likely closes issue #97 (phantom collisions + fall-through) as
side-effect — hypothesis was stale-CP slope-snap from body.ContactPlane
of a previous cell. To be verified post-commit via re-capture + user
happy-test.

Verification this commit:
- Test suite: 1148 pass + 8 pre-existing fail (baseline maintained)
- scen3 re-capture pending (separate commit)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-22 10:19:48 +02:00
parent f04ea90050
commit 892019bc9a

View file

@ -597,33 +597,36 @@ public sealed class PhysicsEngine
if (isOnGround)
transition.ObjectInfo.State |= ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
// K-fix7 (2026-04-26): only seed the contact plane when the body
// is actually grounded. Pre-seeding while AIRBORNE caused
// AdjustOffset's "Have a contact plane / Moving away from plane"
// branch to fire on every jump step — which calls
// Plane::snap_to_plane on the offset and ZEROES the Z component,
// killing all upward jump motion (the body's Z velocity stayed
// ~9 m/s but Position.Z never advanced because every step's
// offset got snapped flat). Retail's CTransition::init at
// 0x509dd0 (named-retail line 271954) explicitly clears
// contact_plane_valid = 0 at the start of every transition
// resolve, then ValidateWalkable re-establishes it during the
// sweep when the sphere bottom is within EPSILON of the terrain
// plane — so for grounded motion the plane is set fresh every
// resolve, and for airborne motion no plane interferes.
// A6.P3 slice 2 (2026-05-22) — DO NOT seed ContactPlane at
// transition start. Retail's CTransition::init at 0x509dd0
// (acclient_2013_pseudo_c.txt:271954) explicitly clears
// contact_plane_valid = 0 — retail does NOT seed. Cross-tick
// CP retention flows via:
// - Mechanism A: BSPQuery.FindCollisions Path-6 land write
// (writes ContactPlane during the sub-step loop when the
// sphere ground-contacts a floor poly)
// - Mechanism B: Transition.ValidateTransition LKCP restore
// (slice 1 commit 5aba071; restores ContactPlane from
// LastKnownContactPlane post-sub-step when sphere close to
// LKCP)
// - Body persist below: at transition end, body.ContactPlane
// gets set from ci.ContactPlane OR ci.LastKnownContactPlane
// so the NEXT tick's body state is preserved.
//
// We KEEP the seeding when isOnGround for slope-walking
// continuity (the original concern that motivated the seed) —
// walking up a hill needs the previous step's slope to project
// movement properly. Airborne / jumping must start with no
// plane so AdjustOffset preserves Z.
if (isOnGround && body is not null && body.ContactPlaneValid)
{
transition.CollisionInfo.SetContactPlane(
body.ContactPlane,
body.ContactPlaneCellId,
body.ContactPlaneIsWater);
}
// Cost: AdjustOffset on sub-step 1 of each tick has no CP and
// takes the "no contact plane" path (TransitionTypes.cs:2329-2334)
// — slide-projects only, no slope-snap. Sub-steps 2+ pick up CP
// from Mechanism A / B as normal. Imperceptible in practice.
//
// Removing this seed closes issue #96 (per-tick CP-write blowup;
// 99.3% of post-slice-1 CP writes came from the seed) and is
// hypothesized to close issue #97 (phantom collisions +
// fall-through; suspected stale-CP slope-snap was the cause).
//
// Previous K-fix7 seed (2026-04-26 to slice-1 ship) deliberately
// diverged from retail for "slope-walking continuity" but the
// tradeoff (per-tick CP writes, stale-CP slope-snap) was not
// worth it.
// Retail CPhysicsObj::get_object_info also seeds SlidingNormal when
// transient_state has bit 2 set. This matters for one-step/frame hits: