# Indoor walk-miss probe — capture findings (ISSUES #83) **Date:** 2026-05-21 **Session:** lucid-goldberg-1ba520 **Spec:** [`docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md`](../superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md) **Plan:** [`docs/superpowers/plans/2026-05-21-indoor-walk-miss-probe.md`](../superpowers/plans/2026-05-21-indoor-walk-miss-probe.md) **Capture log:** `launch-walk-miss.utf8.log` (9,401 lines, this branch — uncommitted) ## TL;DR **H3 is the dominant defect.** The indoor walkable-plane synthesis (`BSPQuery.FindWalkableSphere` → `FindWalkableInternal` → `walkable_hits_sphere` + `adjust_sphere_to_plane`) **rejects floor polygons it should accept** ~98 % of the time the player is standing on a horizontal indoor floor. The HIT zone is razor-thin: misses cluster at `dz=0.48 m` (cell-local foot-above-floor) while the only 7 HITs in the entire capture all sat at `dz=0.46 m` — a **2 cm boundary** between working and broken. H1 (multi-cell iteration missing) is real but secondary: 59 events (3 %) at doorway-threshold cells where the player stepped past a small indoor floor poly and the LandCell terrain would have grounded them. H2 (probe distance 0.5 m too short) is **not** the issue. The bulk of H3 misses sit well within the probe envelope. ## Numbers | Metric | Count | |---|---:| | Total `[walk-miss]` events | 1,814 | | `[indoor-walkable] result=HIT` (synthesis succeeded) | 7 | | `[indoor-walkable] result=MISS` (synthesis failed) | 1,814 | | Synthesis HIT rate | **0.38 %** | | `[floor-polys]` cell dumps (one per cached indoor cell) | 527 | ### Hypothesis classification (per spec disambiguation matrix) | Class | Filter | Count | % of total | |---|---|---:|---:| | **H3 candidate** | `containsFootXY=True AND \|dz\| ≤ 0.5 m` | **817** | **45.0 %** | | Airborne / jump | `containsFootXY=True AND \|dz\| > 0.5 m` | 938 | 51.7 % | | **H1 candidate** | `containsFootXY=False AND landcell.hasTerrain=true` | **59** | 3.3 % | | H1+H3 combo | `containsFootXY=False AND landcell.hasTerrain=false` | 0 | 0.0 % | The 938 "airborne" events are not a defect — they correspond to the test session's jump arc (the user jumped through the doorway during capture). The probe correctly reports `containsFootXY=True` with a large `dz` because the foot is XY-over a floor poly but vertically too far above it. Setting these aside: of **876 ground-contact misses**, **93 %** are H3. ### `nearest.dz` distribution (containsFootXY=True only) | dz bucket | Count | |---|---:| | 0.0–0.2 m | 18 | | 0.2–0.4 m | 7 | | **0.4–0.5 m** | **792** | | 0.5–1.0 m | 141 | | 1.0–2.0 m | 427 | | > 2.0 m | 370 | | negative | 0 | The massive 792-event spike at 0.4–0.5 m is the standing-on-the-floor position. The 1.0–2.0 m and >2.0 m buckets are the jump arc. ## The 2 cm hit/miss boundary The only 7 synthesis HITs in the capture share a precise property: | HIT example | foot.W.Z | world floor Z | dz | |---|---:|---:|---:| | `cell=0xA9B40125 wpos=(104.263, 140.893, 66.480)` | 66.480 | 66.020 | **+0.46** | | `cell=0xA9B40125 wpos=(104.272, 141.275, 66.480)` | 66.480 | 66.020 | +0.46 | | `cell=0xA9B40123 wpos=(108.430, 134.116, 69.485)` | 69.485 | 69.020 | +0.47 | | `cell=0xA9B40123 wpos=(108.443, 134.162, 69.485)` | 69.485 | 69.020 | +0.47 | | `cell=0xA9B40123 wpos=(109.702, 133.700, 69.485)` | 69.485 | 69.020 | +0.47 | The MISS lines from the same cottage, same physics tick rate: | MISS example | foot.W.Z | world floor Z | dz | |---|---:|---:|---:| | `cell=0xA9B40125 foot.W=(104.263, 140.893, 66.500)` | 66.500 | 66.020 | **+0.48** | | `cell=0xA9B40121 foot.W=(104.254, 140.441, 66.500)` | 66.500 | 66.020 | +0.48 | The **20 mm difference in foot.W.Z** (66.480 → 66.500) flips the synthesis from HIT to MISS. This matches the `+0.02 m` Z-bump mentioned in [TransitionTypes.cs:1511](src/AcDream.Core/Physics/TransitionTypes.cs:1511) ("the +0.02f Z-bump applied for render z-fight prevention"). When the foot's world Z is at exactly the rendered floor + foot-height (`world_floor + 0.46`), synthesis HITs. When it's 2 cm higher, synthesis MISSES. That's not a probe-distance issue. The probe distance is 0.5 m and `dz=0.48 < 0.5`. The geometry is well within reach. **The defect is in the sphere-overlap test or sphere-plane-adjustment math inside `FindWalkableInternal`.** Retail anchors to compare against: - `CPolygon::walkable_hits_sphere` — [`acclient_2013_pseudo_c.txt:323006-323028`](docs/research/named-retail/acclient_2013_pseudo_c.txt). Slope test + `polygon_hits_sphere_slow_but_sure` overlap test. - `CPolygon::adjust_sphere_to_plane` — [`acclient_2013_pseudo_c.txt:322032`](docs/research/named-retail/acclient_2013_pseudo_c.txt). Sphere-to-plane projection with sweep-distance budget. - `BSPLEAF::find_walkable` — [`acclient_2013_pseudo_c.txt:326793`](docs/research/named-retail/acclient_2013_pseudo_c.txt). Iterates polys; requires BOTH `walkable_hits_sphere` AND `adjust_sphere_to_plane` non-zero. Our port lives in [`BSPQuery.FindWalkableInternal`](src/AcDream.Core/Physics/BSPQuery.cs) (called by `FindWalkableSphere`). Direct line-by-line comparison against the retail oracle is the next step. ## H1 evidence (secondary, doorway-edge cases) 59 `[walk-miss]` events where the foot XY left the indoor floor poly but the LandCell underneath would have been walkable. All concentrated in cell `0xA9B40125`, whose floor poly is a tiny 1.5 m × 0.5 m strip (`bbox=(-0.40,-5.65)..(1.10,-5.15)`) — this is a **doorway-threshold cell**. The player crosses it; the foot XY exits the strip before they reach the next cell. Sample (last 3 walk-miss lines): ``` [walk-miss] cell=0xA9B40125 foot.W=(104.400,147.409,66.480) foot.L=(0.100,-11.909,0.460) ... containsFootXY=False landcell.hasTerrain=true landcell.terrainZ=66.000 landcell.dz=+0.480 ``` `foot.L.Y = -11.909`, well outside the strip's Y range `[-5.65, -5.15]`. Outdoor LandCell terrain at world Z = 66.000 would have grounded the foot at `dz = 0.480`. This is the case the prior handoff (`docs/research/2026-05-20-indoor-walking-bug-a-handoff.md`) diagnosed as "doorway threshold has no floor poly." It's real — but **3 % of the total miss volume, not the primary defect**. ## H2 ruled out Of 817 in-bbox candidate misses, **792 sit at `dz` between 0.4 m and 0.5 m**, well within the 0.5 m probe distance. Only 25 events fall in the 0.0–0.4 m range (a few cm above plane — already touching). Bumping `INDOOR_WALKABLE_PROBE_DISTANCE` will not help — the geometry is reachable; the rejection is in the sphere-overlap math. ## Cells of interest | Cell ID | Walk-misses | Floor polys (local-XY bboxes) | Role | |---|---:|---|---| | `0xA9B40121` | 1,453 | 1 @ Z=0, bbox `(-5.7,-5.15)..(5.7,4.55)` | Cottage main room (1st floor) | | `0xA9B40123` | 283 | 5 @ Z=3.0 (multiple connected panels) | Cottage **2nd floor** | | `0xA9B40125` | 67 | 1 @ Z=0, bbox `(-0.4,-5.65)..(1.1,-5.15)` | **Doorway threshold strip** | | `0xA9B40126` | 11 | (no [floor-polys] dump captured at start) | Adjacent | Cell `0xA9B40123`'s floor polys all sit at `planeZ@center=3.000` — that's 3 m above the cell origin, i.e. a 2nd-story floor. The HITs in this cell at world Z 69.485 match: cell origin Z 66.020 + local floor Z 3.0 = world floor 69.020, foot 0.46 above → world Z 69.485. ✓ This confirms our 2nd-floor handling is being **exercised** by the synthesis; it's just rejecting at the same 2 cm boundary as the 1st floor. ## Disambiguation matrix verdict (per spec) | Matrix entry | Spec condition | This capture | |---|---|---| | **H1 confirmed** | `landcell.hasTerrain==true AND \|landcell.dz\| < 0.2 m` | 59 events at doorway threshold | | **H2 confirmed** | `containsFootXY==true AND 0.5 m < nearest.dz < 5 m` | 0 events qualify (all "candidates" turned out to be jump-arc) | | **H3 candidate** | `containsFootXY==true AND nearest.dz ≤ 0.5 m AND normalZ ≥ FloorZ` | **817 events** — the bulk | | H1+H3 combo | `containsFootXY==false AND landcell.hasTerrain==false` | 0 events | Spec matrix entry H3 is flagged as "next step: cdb attach to retail." Given the 2 cm hit-vs-miss boundary and the matched normalZ + FloorZ + in-bbox + in-probe signatures, we can attempt the retail decomp side-by-side comparison **first** without cdb — the discrepancy is narrow enough that the decomp + a focused unit test should expose it. cdb is a fallback if that fails. ## Recommended next step **Phase: design + ship the H3 fix.** 1. **Decomp comparison** (~1 hour, no code change): - Read `acclient_2013_pseudo_c.txt:322032-322110` (`adjust_sphere_to_plane`) and our equivalent inside `BSPQuery.FindWalkableInternal` ([BSPQuery.cs](src/AcDream.Core/Physics/BSPQuery.cs)) line-by-line. - Read `acclient_2013_pseudo_c.txt:323006-323028` (`walkable_hits_sphere`) and our equivalent. - Read `acclient_2013_pseudo_c.txt:326793-326816` (`BSPLEAF::find_walkable`) and our `FindWalkableInternal` traversal. - Document any divergences in a follow-up findings note. 2. **Unit test for the 2 cm boundary** (~30 min): - Synthetic `CellPhysics` with a horizontal floor at local Z=0. - Foot sphere centered at `Z=0.46`, then again at `Z=0.48`. Assert both HIT. - Mirrors the IndoorWalkablePlaneTests fixture pattern. - Expected: both fail at HEAD; pass after the fix. 3. **Fix the divergence found in step 1** (size unknown — could be a one-line epsilon adjustment or a structural mismatch). 4. **Re-run this capture with the fix in place.** Expected outcome: `[indoor-walkable] HIT` rate goes from 0.38 % to >95 % during ground-contact frames; `[walk-miss]` H3 bucket collapses; H1 (the 59 doorway-edge events) remains. 5. **Then design H1 fix** as a separate, smaller phase — porting retail's `CTransition::check_other_cells` (`acclient_2013_pseudo_c.txt:272717`) for multi-cell BSP iteration. Lower priority since 3 % of total misses and only manifests at threshold strips. 6. **Delete the spike** when both H3 and H1 fixes ship: revert `27c7284..a2e7a87` plus this findings doc. ## Anti-patterns to avoid (from prior handoffs) - **Don't increase `INDOOR_WALKABLE_PROBE_DISTANCE`.** The data shows probe distance is not the blocker. - **Don't delete `TryFindIndoorWalkablePlane`** ("Bug A" from 2026-05-20) — once H3 is fixed, the synthesis path will work correctly and is the right call (not removable until retail's multi-cell iteration is also ported). - **Don't bypass `walkable_hits_sphere` overlap rejection with a looser epsilon** without first verifying retail's exact behavior at this boundary. The 2 cm difference is suspiciously close to the rendered Z-bump (`+0.02 f`) used to prevent z-fighting on indoor floors. There may be a coordinate-space mismatch where the player's foot world Z is computed in the rendered (bumped) frame but the synthesis expects the dat-stated (unbumped) frame, or vice versa. Investigate before "fixing." ## Acceptance review The probe spike's acceptance criteria from [`2026-05-21-indoor-walk-miss-probe-design.md`](../superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md): - [x] Build green, tests green - [x] Live capture produced `[walk-miss]` lines at the cottage doorway - [x] Live capture produced `[walk-miss]` lines on the cottage 2nd floor - [x] Aggregated counts classify each MISS per the disambiguation matrix - [x] Zero `[walk-miss]` / `[floor-polys]` lines when env var unset (verified by code inspection; runtime verification deferred) **Spike concluded. Ship findings, design the H3 fix.**