Adds CollisionPrimitives.cs with C# ports of FUN_005384e0 / FUN_00539500 /
FUN_00539ba0 / FUN_00539110 / FUN_00539060 / FUN_0053a230 / FUN_0053a040 /
FUN_00538eb0 / FUN_00538f50 — covering ray-sphere, sphere-poly contact,
find-time-of-collision, face-normal computation, ray-plane intersection,
walkable checks, edge-normal slide, and sphere landing.
Key findings from cross-referencing with ACE's Polygon.cs:
- The edge-perpendicular formula is cross(N, edge) (normal × edge), matching
the retail param_1[9/10/8] order in the decompiled loops.
- find_time_of_collision uses t = (dot(origin,N)+D) / dot(dir,N); the sign
is negative when approaching from above — contact = origin − dir*t.
- land_on_sphere only succeeds when the sphere centre is within one radius of
the plane (dist < r), which is the "settling onto ground" scenario.
26 new tests green; full suite 367/367 green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The SampleZ method had the two triangle-boundary conditions swapped relative
to what the mesh index buffer actually renders, causing the physics Z to
sample from the wrong triangle on roughly half of all terrain cells. The
error could be up to 7.5 units on steep 24×24 cells, which manifested as
feet clipping into rising terrain on slopes.
Root cause (discovered via WorldBuilder-ACME-Edition exhaustive analysis):
"SWtoNE cut" means BL and TR are the *isolated* vertices; the shared
hypotenuse runs TL(0,1) → BR(1,0), so the correct dividing test is
tx+ty=1, NOT ty=tx. The old code used ty≤tx for the SWtoNE branch
(the BL→TR diagonal), which matches the SEtoNW mesh layout instead.
Fix: swap the boundary conditions for the two split cases so they match
LandblockMesh.cs's actual index buffer layout:
SWtoNE: tx+ty ≤ 1 → BL+BR+TL, else TR+TL+BR
SEtoNW: ty ≤ tx → BL+BR+TR, else BL+TR+TL
Verified by running all three formulas (acdream, ACME GetHeight, ACME
HeightSampler) against the mesh index buffer at 50 interior points across
both split types: fixed version matches 0 errors, old version had 50.
All 283 tests still pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The triangle-aware Z sampling from the previous commit produces exact
terrain-surface Z values, but a point-sampled Z on a tilted surface
places the character's center on the surface while their feet (which
extend horizontally) clip into the rising terrain ahead/behind.
Fix: in PlayerMovementController, sample Z 1 unit ahead in the walk
direction and add 40% of the gradient as an upward bias. This
compensates for the character's collision cylinder radius on slopes
while producing zero bias on flat ground. The bias is applied in the
movement controller (gameplay concern) not in TerrainSurface.SampleZ
(which stays exact for physics/tests).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Two fundamental terrain fixes based on the AC2D + holtburger deep dive:
1. Terrain split formula: replaced WorldBuilder's physics-path formula
(214614067/1813693831) with AC2D's render-path formula (0x0CCAC033,
0x421BE3BD, 0x6C1AC587, 0x519B8F25). The two produce different splits
for some cells. Since the render mesh uses this formula, the physics
Z sampler must match it to avoid misalignment on slopes.
2. Triangle-aware Z: replaced bilinear interpolation in TerrainSurface
with per-triangle barycentric interpolation. Each cell is split into
two triangles (using the same AC2D formula). SampleZ determines which
triangle the query point falls in, then interpolates within that
triangle. This produces Z values that exactly match the visual terrain
mesh — no more slope clipping.
Removes the multi-point Z sampling hack from PlayerMovementController
(no longer needed with exact triangle Z).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Two targeted fixes for user-reported movement bugs:
1. Wall bounce: PortalPlane.FromVertices now accepts ALL polygon vertices
(not just 3) for accurate centroid + bounding radius. IsCrossing uses
2D (XY) distance check with tight radius (no multiplier) to prevent
wall faces from triggering false indoor transitions. Walking along a
building wall no longer launches the player into the air.
2. Slope alignment: PlayerMovementController adds a slope-proportional
Z bias when walking uphill (up to +0.8 on steep slopes, grounded
only). Prevents feet from sinking into the visual terrain mesh on
slopes where the physics sample point lags the render surface.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Portal planes are infinite — IsCrossing only checked if positions
were on opposite sides of the plane, without verifying the crossing
point was near the actual portal opening. Walking 50m from a
building but crossing the same plane extension triggered false indoor
transitions, sinking the player into underground cell floors.
Fix: FromVertices now computes centroid (average of 3 vertices) and
bounding radius (max vertex distance + 2 unit padding). IsCrossing
rejects crossings where both positions are further than 2×radius
from the centroid. Only nearby crossings (within doorway range)
trigger a transition.
Also fixes jump-not-landing: the false portal transitions were
producing wrong resolvedGroundZ values during the jump arc, making
the landing check (candidateZ <= resolvedGroundZ) never true.
283 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds the foundational portal-plane record for cell transition detection.
PortalPlane.FromVertices computes a normalised plane from 3 coplanar
polygon vertices via cross product + dot product; IsCrossing tests whether
a movement vector straddles the plane (strictly negative dot-product
product — exact-on-plane position returns false as specified).
4 new unit tests: normal construction, opposite-side crossing, same-side
no-crossing, start-on-plane no-crossing. All 269 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Three attempts at guarding the indoor transition (cellId mask,
Z threshold, terrainZ comparison) all failed because CellSurface
floor polygons are too aggressive — building footprints, roofs, and
upper floors all have PhysicsPolygons that cover wide XY areas at
various Z levels, and ANY outdoor position near a building matches
a cell floor. The proper solution is portal-based transition
(CellPortal boundary crossing), not floor-polygon containment —
but that's Phase E scope.
For the B.2 MVP: outdoor players NEVER transition to indoor cells.
The else-if branch is compiled out with `if (false)`. Indoor→outdoor
transition (walking OUT of a building) is also effectively disabled
since you can't get indoors in the first place. Walking on outdoor
terrain works correctly; walking into buildings will be blocked by
the terrain heightmap (you walk on the roof-level terrain, not
through the building).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Previous cellId-mask fix was necessary but insufficient: the engine
correctly identified the player as outdoor, but then immediately
transitioned to an indoor cell because a CellSurface floor polygon
covered the player's XY at a Z within stepUpHeight. The floor
polygon was a roof or upper floor of a nearby building that happens
to sit at terrain level — not a walkable indoor floor the player
should snap to.
Fix: outdoor→indoor transition now requires bestCellZ < terrainZ - 1.
A genuine indoor transition is into a cell whose floor is BELOW the
terrain surface (basement, ground floor of elevated building). Cells
at or above terrain Z are roofs/upper floors viewed from outside and
must not capture the player.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
ROOT CAUSE of the fall-through-ground bug. The currentlyIndoor check
compared the FULL 32-bit cell ID (0xA9B40001, includes landblock
prefix) against 0x0100. Every outdoor cell ID with a landblock
prefix is >= 0x0100, so the engine ALWAYS took the "stay indoors"
path, snapping the player to the nearest EnvCell floor at Z=66
instead of the outdoor terrain at Z=94.
ACE confirmed the bug: "AddWorldObjectInternal: couldn't spawn
+Acdream at 0xA9B40121 [84.2 37.7 66.0]" — we were sending the
server an indoor cell ID with a below-terrain Z position.
Fix: mask cellId with 0xFFFF before the indoor check (outdoor
cells are 0x0001–0x0040; indoor are 0x0100+; the high 16 bits
are the landblock prefix and must be stripped). Also mask the
returned targetCellId from CellSurface (which carries the full
EnvCell dat id) to just the cell index.
265 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Three more fixes from the diagnostic dump:
1. Initial position: PhysicsEngine.Resolve was mapping the player
into an indoor EnvCell (foundry at Z=66) when they're standing
on outdoor terrain at Z=93+. The cell-containment check was too
aggressive for initial placement. Now uses the server-sent
position directly — the server already gave us a valid position.
2. Yaw unbounded: mouse delta accumulated without wrapping, growing
to 24+ radians. Now wraps to [-PI, PI] after every turn.
3. Turn command spam: MouseDeltaX > 0.5 threshold was too low for
raw pixel deltas. Any mouse jitter triggered turnCmd flips every
frame → stateChanged=True → MoveToState flood to the server.
Mouse turning now only affects yaw directly; turn COMMANDS only
come from A/D keyboard (matching retail client behavior where
mouse-look doesn't generate a TurnRight/TurnLeft command).
265 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Combines TerrainSurface + CellSurface into a single Resolve() API
that handles outdoor terrain walking, indoor floor walking,
outdoor<->indoor cell transitions, step-height enforcement, and
ground detection.
Step-height blocks upward Z deltas exceeding the limit (walls,
cliffs); downhill movement is always accepted. Indoor transitions
pick the cell whose floor Z is closest to the entity's current Z
(handles multi-story buildings). Reports IsOnGround=false when
no landblock or surface covers the entity's position (gravity
applied by the caller).
One API mismatch fixed vs plan: plan encoded the upper 16 landblock
bits into the returned cell ID, but the tests assert the raw cell ID
(0x0100, <0x0100) — so Resolve returns targetCellId directly.
6 new tests covering flat terrain, slopes, step-height rejection,
indoor entry/exit, and void detection. 243 total, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Extracts the bilinear heightmap interpolation from GameWindow's
inlined SampleTerrainZ into a reusable class. Also adds outdoor
cell ID computation (8×8 grid of 24-unit cells, 0x0001..0x0040).
First component of the physics collision engine.
6 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Projects an XY point onto a cell's floor polygons via brute-force
triangle iteration + barycentric Z interpolation. Fan-triangulates
quads and larger polygons. Returns null when outside all floor
surfaces. Accepts pre-transformed world-space vertex positions so
the caller handles EnvCell coordinate transforms.
Second component of the physics collision engine.
4 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>