fix(physics): TS-46 - seed the sweep from the Setup's own sphere list

Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0)
seeds the collision sweep from CPartArray::GetSphere (the Setup's own
<=2-sphere list, each origin+radius scaled by m_scale) via
SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar
(radius, height) capsule reconstruction. The human Setup 0x02000001's
authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old
reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a
5 mm head-center offset the TS-46 register row documented as a residual.

Port:
- SpherePath.InitPath gains a sphere-list overload (ImmutableArray<
  FlatCollisionSphere>, scale) sharing a new InitPathCore with the
  existing (radius, height) overload, which is now the degenerate
  2-scalar case of the same code -- byte-for-byte unchanged, so every
  captured-fixture replay (CellarUpTrajectoryReplayTests,
  DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing
  unmodified.
- PhysicsEngine.ResolveWithTransition gains optional sphereList/
  sphereScale parameters; empty/default preserves the legacy scalar
  path for every pre-existing caller.
- LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling
  of GetSetupCylinder (left untouched) that resolves the Setup's own
  sphere list plus Setup-derived step-up/step-down
  (CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0,
  x ObjScale, 0.4 m fallback matching the pre-existing literal).
- Threaded through PlayerMovementController (both resolve call sites,
  new SphereList property set by PlayerModeController.ApplyStepHeights
  and the Headless world projection), RuntimeRemotePhysicsUpdater
  (Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin.
  Remote/ordinary step heights are now Setup-derived instead of a
  hardcoded 0.4f literal. Projectile and camera-probe sweeps are
  untouched (already single-sphere-exact).
- PlayerModeController.ApplyStepHeights also now applies the x ObjScale
  multiply to the player's own step heights (previously only the
  remote/ordinary paths did), closing an adjacent gap the P3 research
  flagged.

Ts46SphereListConformanceTests proves the sphere-list overload sees the
exact dat spheres (not the reconstruction), that the scalar overload is
unchanged, and that ResolveWithTransition's sphereList parameter
actually drives the sweep (a decoy-scalar control pair using a
head-height obstacle sphere).

Register: TS-46 retired (both residuals it named are closed); header
count corrected to 40 active TS rows.

dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 09:05:44 +02:00
parent 3dc10accb0
commit dae5b1ea68
21 changed files with 648 additions and 50 deletions

View file

@ -163,6 +163,21 @@ public sealed class PlayerMovementController
/// </summary>
public float StepDownHeight { get; set; } = 0.4f;
/// <summary>
/// TS-46 (2026-07-30): the player's own Setup ≤2-sphere list (dat
/// <c>CSphere</c> Origin+Radius), verbatim per retail
/// <c>CPhysicsObj::transition</c> (0x00512dc0) →
/// <c>SPHEREPATH::init_sphere</c> (0x0050c670). Set at world-entry by
/// <c>PlayerModeController.ApplyStepHeights</c> alongside
/// <see cref="StepUpHeight"/>/<see cref="StepDownHeight"/>. Default
/// (empty) falls back to <c>ResolveWithTransition</c>'s legacy
/// (0.48, 1.835) two-scalar capsule reconstruction — the human Setup
/// 0x02000001's authored spheres are (0,0,0.475) r=.48 and
/// (0,0,1.350) r=.48, a 5 mm improvement over the reconstruction's
/// (0,0,0.48) + (0,0,1.355).
/// </summary>
public System.Collections.Immutable.ImmutableArray<FlatCollisionSphere> SphereList { get; set; }
/// <summary>
/// Retail <c>CPhysicsObj::m_scale</c>. Grounded CSequence root
/// displacement is multiplied by this value before PositionManager
@ -1404,7 +1419,12 @@ public sealed class PlayerMovementController
isOnGround: previousOnWalkable,
body: _body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: LocalEntityId);
movingEntityId: LocalEntityId,
// TS-46: the player's own Setup sphere list, scaled by
// ObjectScale. Empty falls back to the 0.48/1.835
// reconstruction above.
sphereList: SphereList,
sphereScale: ObjectScale);
_body.CommitTransitionPosition(resolved.CellId, resolved.Position);
PhysicsObjUpdate.CommitSetPositionTransition(
_body,
@ -1849,7 +1869,14 @@ public sealed class PlayerMovementController
// when the local player entity spawns (or stays 0 in tests, in
// which case there's no registered ShadowEntry to collide with
// anyway).
movingEntityId: LocalEntityId);
movingEntityId: LocalEntityId,
// TS-46 (2026-07-30): the player's own Setup sphere list
// (0x02000001: (0,0,0.475) r=.48 + (0,0,1.350) r=.48),
// scaled by ObjectScale. Empty (unset/no Setup resolved yet)
// falls back to the sphereRadius/sphereHeight reconstruction
// above.
sphereList: SphereList,
sphereScale: ObjectScale);
// L.4-diag (2026-04-30): trace position transitions so we can see
// whether the body is actually moving frame-to-frame on the steep