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Erik
97fec19dbb test(phys): A6.P3 #98 — comparison harness reproduces cottage-floor cap
Apparatus convergence. With the cottage GfxObj 0x01000A2B registered as
a ShadowEntry in BuildEngineWithCellarFixtures, the harness now reproduces
the live cap-event collision normal (cn=(0,0,-1)) exactly, ending the
"harness doesn't reproduce" divergence the prior session's findings doc
identified.

Concretely:
  * Adds a minimum-stub landblock (TerrainSurface at z=-1000) so
    TryGetLandblockContext succeeds at the cellar XY — production's
    FindObjCollisions early-returns without a landblock and would skip
    the cottage shadow query.
  * Adds RegisterCottageGfxObj that loads the 74-polygon cottage fixture
    via GfxObjDumpSerializer.Hydrate, then registers it at the cottage's
    world transform (translation (130.5, 11.5, 94.0) + 180° around Z,
    derived from the cellar cell's WorldTransform), matching
    GameWindow.cs:5893's landblock-baked-static registration shape.
  * LiveCompare_FirstCap_HarnessMissesCottageFloorBecauseCottageGfxObjNotRegistered
    flips: the cap-normal reproduction is now enforced by
    LiveCompare_FirstCap_HarnessReproducesCottageFloorCapNormal.
  * The full per-field round-trip uncovered ONE residual divergence:
    live preserves +0.0266m of +X motion through the cap event (edge-
    slide along the floor in XY); harness blocks ALL motion at the cap.
    Captured by LiveCompare_FirstCap_ResidualXMotionDivergence_Docs...
    in documents-the-bug form so the next session has a concrete next
    target.

Fixture: tests/AcDream.Core.Tests/Fixtures/issue98/0x01000A2B.gfxobj.json
(74 polygons, 6 downward-facing cottage-floor triangles at object-local
Z=0, BSP radius 13.989m matching the live [resolve-bldg] bspR=13.99).
Captured via launch-a6-issue98-cottage-gfxobj-dump.ps1.

In-isolation: all 12 CellarUpTrajectoryReplayTests + 4 GfxObjDumpRoundTripTests
+ 1 new PhysicsDiagnosticsTests pass.

Note on full-suite baseline: the full xUnit serial run shows 8–19
failures depending on order (pre-existing test interaction with shared
statics across PlayerMovementControllerTests, MotionInterpreterTests,
PositionManagerTests, etc.). The flakiness is independent of this
change — confirmed by stashing the harness changes and observing the
same flaky range. Investigating the static-state isolation problem is
out of scope for issue #98; tracked as a follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 20:44:50 +02:00