# CSphere collision family — retail pseudocode (port prep) **Date:** 2026-07-07 · **Trigger:** the user's live report — *"in a packed crowd of monsters it's too easy to get stuck; you can't wiggle free. In retail the same crowd leaves a bit more room to shuffle/slide out."* Humanoid creatures/players collide as **body spheres** (`Setup.Spheres`, no CylSpheres → `ShadowShapeBuilder.FromSetup` emits `ShadowCollisionType.Sphere`), so the crowd contact runs through `Transition.SphereCollision` — which was a **hand-rolled 3-D wall-slide with a forced fixed de-penetration**, NOT a port of the retail `CSphere::intersects_sphere` family. Register row **TS-45** already documented this divergence and predicted the exact symptom (*"absorbs to a zero offset … until an oblique input clears it"*); it was deferred to avoid disturbing the freshly-gated #171 sticky-melee work. This is the **direct analog of the 2026-07-05 CCylSphere family port** (`docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md`). Same shape, same siblings, same ACE-as-readable-oracle method. The transition loop (`transitional_insert`) is **unchanged** — only the per-contact Sphere response is replaced. **Sources:** named-retail pseudo-C (addresses below) = ground truth; `references/ACE/Source/ACE.Server/Physics/Sphere.cs` = readable cross-reference (settles the x87 garbles). One ACE quirk noted in §8. ## Retail function inventory | Function | Address | pseudo-C line | |---|---|---| | `CSphere::intersects_sphere(Position*, scale, CTransition*, isCreature)` — wrapper | `0x00537fd0` | :321881 | | `CSphere::intersects_sphere(CTransition*, isCreature)` — dispatcher | `0x00537a80` | :321678 | | `CSphere::collides_with_sphere(disp, radsum)` | `0x005369e0` | :320964 | | `CSphere::step_sphere_up` | `0x00537900` | :321611 | | `CSphere::slide_sphere(sp, ci, normal, currCenter)` — core crease slide | `0x00537440` | :321403 | | `CSphere::land_on_sphere` | `0x005379a0` | :321642 | | `CSphere::collide_with_point` | `0x00537230` | :321327 | | `CSphere::step_sphere_down` | `0x00536d20` | :321133 | **Dispatch context** — `CPhysicsObj::FindObjCollisions` (`0x0050f050`, pc:276776): `isCreature = (target.state & MISSILE_PS 0x40) || target.IsCreature()` (pc:276846-276853; ACE `PhysicsObj.cs:409`). The target's shape is chosen CylSphere-first, else Sphere (pc:276868/276917; ACE `PhysicsObj.cs:414-436`). Humanoids have `GetNumCylsphere()==0` + `GetNumSphere()>0` → **the sphere branch**, `isCreature` passed in. ## 1. collides_with_sphere (0x005369e0) — pure 3-D overlap ``` collides_with_sphere(disp, radsum): // disp = globalSphere.center − this.center return |disp|² <= radsum² // full 3-D distance (unlike CCylSphere's XY+Z-band) ``` `radsum` at every call site = `globalSphere.radius + this.radius − F_EPSILON` (ε shaved ONCE in the dispatcher preamble, 0x00537acd). The ε is what makes *resting exactly touching* a non-overlap, so a shuffle that ends flush against a monster settles instead of re-colliding every frame. **The hand-rolled version omitted this ε — the first stickiness source.** ## 2. Dispatcher (0x00537a80) ``` intersects_sphere(this, CTransition* t, isCreature): // this.center in world frame sp = t.sphere_path; oi = t.object_info s0 = sp.global_sphere[0]; disp0 = s0.center − this.center if sp.num_sphere > 1: s1 = sp.global_sphere[1]; disp1 = s1.center − this.center radsum = s0.radius + this.radius − F_EPSILON // ── branch 1: placement / ethereal — detection only ── if (sp.obstruction_ethereal || sp.insert_type == PLACEMENT_INSERT): if collides(disp0) → COLLIDED if num_sphere>1 && collides(disp1) → COLLIDED return OK // ── branch 2: step-down probe — land on the top ── if (sp.step_down): if isCreature → OK // §8.1 — you never stand ON a creature/missile return step_sphere_down(this, s0, disp0, radsum) // ── branch 3: walkable probe — occupancy blocks ── if (sp.check_walkable): if collides(disp0) → COLLIDED if num_sphere>1 && collides(disp1) → COLLIDED return OK // ── branch 4: normal sweep (collide flag clear) ── if (!sp.collide): if (oi.state & (CONTACT|ON_WALKABLE)): // grounded if collides(disp0) → step_sphere_up(this, disp0, radsum) if num_sphere>1 && collides(disp1) → slide_sphere(this, disp1, sphereNum=1) elif (oi.state & PATH_CLIPPED): if collides(disp0) → collide_with_point(this, s0, radsum, 0) else: // airborne if collides(disp0) → land_on_sphere(this) if num_sphere>1 && collides(disp1) → collide_with_point(this, s1, radsum, 1) return OK // ── branch 5: collide-flag re-test — exact-TOI cap landing ── if isCreature → OK // §8.1 — never land ON a creature/missile if !collides(disp0) && !(num_sphere>1 && collides(disp1)) → OK movement = sp.global_curr_center[0] − s0.center − block_offset(cur→check) radsum += F_EPSILON lenSq = |movement|² diff = −dot(movement, disp0) if |lenSq| < F_EPSILON → COLLIDED t = sqrt(diff² − (|disp0|² − radsum²)·lenSq) + diff // quadratic solve for TOI if t > 1: t = diff·2 − t time = t / lenSq timecheck = (1 − time)·sp.walk_interp if timecheck >= sp.walk_interp || timecheck < −0.1 → COLLIDED movement *= time disp0 = (disp0 + movement) / radsum if !is_walkable_allowable(disp0.z) → OK // too steep to rest on contactPt = s0.center − disp0·s0.radius ci.set_contact_plane(Plane(n=disp0, d=−dot(disp0, contactPt)), is_water=1) ci.contact_plane_cell_id = sp.check_pos.objcell_id sp.walk_interp = timecheck sp.add_offset_to_check_pos(movement, s0.radius) return ADJUSTED ``` State bits (verified against our `ObjectInfoState`): CONTACT=0x1, ON_WALKABLE=0x2, PATH_CLIPPED=0x8. Note branch 5's landing surface is a **tilted** plane (`n = disp0`, the sphere-to-sphere direction) — unlike the cylinder's flat top — because a sphere top is curved. ## 3. step_sphere_up (0x00537900) ``` step_sphere_up(this, disp0, radsum): radsum += F_EPSILON if (oi.step_up_height < radsum − disp0.z) // too tall to step over → slide_sphere(this, disp0, 0) n = sp.global_curr_center[0] − this.center if CTransition::step_up(t, n) → OK else → sp.step_up_slide(t) ``` For a full-height creature the head clearance `radsum − disp0.z` far exceeds `step_up_height` (~0.4 m) → always `slide_sphere`. This is the grounded-crowd path: **slide, don't stop.** ## 4. slide_sphere (grounded) — the wiggle-room primitive The grounded foot/head hit reduces to `CSphere::slide_sphere` (0x00537440), which acdream **already has** as `Transition.SlideSphere(normal, currPos, sphereNum)` (Ghidra-confirmed via #116). It computes the collision normal `n = global_curr_center[sphereNum] − this.center`, normalizes, then projects the displacement onto the **crease** = `cross(n, contactPlane.normal)` — the tangent where the monster's side meets the ground — and slides ALONG it. Returns SLID (or COLLIDED when the projected offset degenerates < ~1.41 cm). **This is the whole fix.** The hand-rolled version projected onto the plane ⊥ the raw 3-D normal and then FORCE-pushed to a fixed `combinedR + 0.01 m` shell (radial de-penetration). Radial pushes from neighbours on opposite sides cancel/fight; the crease slide moves you tangentially toward the gap. ``` slide_sphere(this, disp, sphereNum): n = sp.global_curr_center[sphereNum] − this.center if normalize_check_small(n) → COLLIDED return SlideSphere(n, sp.global_curr_center[sphereNum], sphereNum) // shared crease slide ``` ## 5. land_on_sphere (0x005379a0) — airborne foot hit ``` land_on_sphere(this): n = sp.global_curr_center[0] − this.center if normalize_check_small(n) → COLLIDED sp.set_collide(n) // backup + Collide flag → next attempt runs branch 5 sp.walkable_allowance = LANDING_Z (0.0871557) return ADJUSTED ``` Identical shape to `CCylSphere::land_on_cylinder`. ## 6. collide_with_point (0x00537230) — PathClipped / airborne head hits ``` collide_with_point(this, checkSphere, radsum, sphereNum): globalOffset = sp.global_curr_center[sphereNum] − this.center if !PerfectClip: if !normalize_check_small(globalOffset): ci.set_collision_normal(globalOffset) return COLLIDED // PerfectClip → exact TOI reposition (missiles only; §8.2) blockOffset = get_block_offset(cur, check) checkOffset = checkSphere.center − global_curr_center[sphereNum] + blockOffset collisionTime = find_time_of_collision(checkOffset, globalOffset, radsum + F_EPSILON) if collisionTime < F_EPSILON || collisionTime > 1 → COLLIDED collisionOffset = checkOffset·collisionTime − checkOffset old_disp = collisionOffset + checkSphere.center − this.center ci.set_collision_normal(old_disp / radsum) sp.add_offset_to_check_pos(old_disp, checkSphere.radius) return ADJUSTED ``` Non-PerfectClip = `set_collision_normal` + COLLIDED (decomp-verified). The PerfectClip TOI tail is dead code in M1.5 (no mover sets PerfectClip) — same status as the cylinder family's AP-83. ## 7. step_sphere_down (0x00536d20) — land on the top during a step-down probe ``` step_sphere_down(this, s0, disp0, radsum): if !collides(disp0) && !(num_sphere>1 && collides(disp1)) → OK stepDown = sp.step_down_amt · sp.walk_interp if |stepDown| < F_EPSILON → COLLIDED radsum += F_EPSILON val = sqrt(radsum² − (disp0.x² + disp0.y²)) // curved-top height at this XY scaledStep = (val − disp0.z) / stepDown timecheck = (1 − scaledStep)·sp.walk_interp if timecheck >= sp.walk_interp || timecheck < −0.1 → COLLIDED interp = stepDown · scaledStep disp0 = (disp0.x, disp0.y, disp0.z + interp) / radsum if disp0.z <= sp.walkable_allowance → OK // too steep — sphere top is a dome contactPt = disp0·this.radius + this.center ci.set_contact_plane(Plane(n=disp0, d=−dot(disp0, contactPt)), is_water=1) ci.contact_plane_cell_id = sp.check_pos.objcell_id sp.walk_interp = timecheck sp.add_offset_to_check_pos((0,0,interp), checkSphere.radius) return ADJUSTED ``` Gated OFF for creatures at the dispatcher (branch 2: `isCreature → OK`), so in M1.5 this only lands the player on non-creature Sphere-shape statics. Ported for completeness/faithfulness (ACE `Sphere.cs:617`). ## 8. Divergences + settled ambiguities (register-relevant) 1. **`isCreature` gates "stand-on/land-on" (branches 2 and 5).** A creature or missile is a solid you push against horizontally but never rest on vertically. Retail short-circuits both to OK for `isCreature` (0x00537b8c / 0x00537af5). Port verbatim. 2. **PerfectClip TOI tail is dead in M1.5** — no mover arms PerfectClip (players never do). The load-bearing path is non-PerfectClip `set_collision_normal + COLLIDED` (decomp-verified). Same status/row style as the cylinder family's **AP-83**; re-decompile 0x00537230 in Ghidra before shipping missiles (F.3). 3. **`is_water=1` on contact planes is RETAIL** (0x00536ecf / branch-5 site; `set_contact_plane` arg3 → `contact_plane_is_water`). Port verbatim; do not "fix" — same as the cylinder family §8.1. 4. **Block offset = 0** in branch 5 / collide_with_point: retail subtracts the cur→check landblock offset; acdream's physics frame is continuous world-space → 0. Standing adaptation (same note as `SlideSphere`'s gDelta and the cylinder family §8.3). 5. **ACE bug NOT copied:** ACE `Sphere.cs` has no equivalent of the cylinder family's foot-vs-head disp mixup; the grounded head slide passes `globSphere_` (the head sphere) at `IntersectsSphere:348` — correct. Retail 0x00537ec4 agrees. No divergence here. 6. **`normalize_check_small`** = normalize; returns true (fail) when |v| < F_EPSILON — maps to our existing `NormalizeCheckSmall`. ## 9. acdream port surface `Transition.SphereCollision(ShadowEntry, SpherePath, bool isCreature)` becomes the branch-2/3/4/5 dispatcher body (branch 1 ethereal keeps the existing early-OK consume + the caller's Layer-2 override, identical to the cylinder family). New private siblings mirror the `Cyl*` set: `SphereCollidesWithSphere`, `SphereStepSphereUp`, `SphereSlideSphere`, `SphereLandOnSphere`, `SphereCollideWithPoint`, `SphereStepSphereDown`. Reused as-is: the shared `SlideSphere` (crease projection), `DoStepUp` (= CTransition::step_up), `SpherePath.StepUpSlide`, `NormalizeCheckSmall`, `CollisionInfo.SetContactPlane/SetCollisionNormal`. The caller (`FindObjCollisionsInCell`, Sphere branch) computes `isCreature = (obj.State & 0x40) != 0 || (obj.Flags & IsCreature) != 0` and passes it in. The `BspOnlyDispatch` gate and the ethereal step-down skip sit ABOVE this dispatch and are unaffected. **Retires TS-45.**