acdream/docs/research/2026-04-30-precipice-slide-pseudocode.md
Erik 261322b48e fix(physics): #32 L.2c precipice edge-slide context
Port the first retail precipice-slide slice from named retail/ACE: terrain and BSP walkable hits now preserve polygon vertices, failed step-down edges back-probe to rediscover the walkable polygon, and edge-slide can run precipice/cliff slide instead of only hard-stopping.

Adds pseudocode anchors plus regression coverage for terrain polygon context and loaded-terrain boundary edge-slide.

Co-authored-by: Codex <codex@openai.com>
2026-04-30 08:04:37 +02:00

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# Precipice Slide Pseudocode
Date: 2026-04-30
Phase: L.2c - Movement & Collision Conformance
## Retail Anchors
- Named retail: `CTransition::edge_slide`, `acclient_2013_pseudo_c.txt:273001`
- Named retail: `CTransition::cliff_slide`, `acclient_2013_pseudo_c.txt:272397`
- Named retail: `SPHEREPATH::precipice_slide`, `acclient_2013_pseudo_c.txt:274316`
- ACE cross-check: `Transition.EdgeSlide`, `Transition.CliffSlide`,
`SpherePath.PrecipiceSlide`
- ACE cross-check: `Polygon.find_crossed_edge`
## Edge-Slide Flow
When a grounded mover has contact state but the next candidate position has no
walkable surface within step-down reach, retail does not immediately accept the
fall or hard-stop. It enters `CTransition::edge_slide`.
```text
edge_slide(transitionState, stepDownHeight, walkableZ):
if object is not OnWalkable or EdgeSlide is disabled:
clear walkable
restore candidate check position
clear current contact plane
mark cell array valid
transitionState = OK
return handled
if current collision has a contact plane below walkableZ:
transitionState = cliff_slide(contact plane)
clear walkable and restore candidate check position
clear current contact plane
return not-final
if sphere_path.walkable exists:
transitionState = precipice_slide()
clear current contact plane and restore candidate check position
return transitionState == Collided
if current collision has any contact plane:
clear walkable
restore candidate check position
clear current contact plane
transitionState = OK
return handled
move CheckPos back from failed candidate to the current sphere center
step_down(stepDownHeight, walkableZ) to rediscover the walkable polygon
clear current contact plane
restore the failed candidate check position
if a walkable polygon was discovered:
set walkable_check_pos from the candidate sphere in walkable space
transitionState = precipice_slide()
return transitionState == Collided
clear walkable
mark cell array valid
transitionState = Collided
return handled
```
## Precipice Slide
`SPHEREPATH::precipice_slide` is the edge-normal half of edge-slide. The crucial
input is the walkable polygon that the mover just left; without that polygon,
there is no crossed edge to slide along.
```text
precipice_slide():
normal = zero
found = walkable.find_crossed_edge(walkable_check_pos, walkable_up, normal)
if not found:
clear walkable
return Collided
clear walkable
step_up = false
normal = walkable_pos.frame.LocalToGlobalVec(normal)
blockOffset = LandDefs.GetBlockOffset(curr cell, check cell)
movementOffset = global_sphere.center - global_curr_center.center + blockOffset
if dot(normal, movementOffset) > 0:
normal = -normal
return global_sphere.slide_sphere(transition, normal, global_curr_center.center)
```
## Porting Notes
acdream already had the `Polygon.find_crossed_edge` math inside `BSPQuery`, but
the live diagnostic showed `walkableValid=False` at the failed step-down edge
branch. The port must therefore preserve or rediscover the walkable polygon,
not just pass the `EdgeSlide` flag.
For the first L.2c slice:
- terrain supplies the exact current triangle vertices alongside its plane;
- BSP step-down/find-walkable records world-space polygon vertices when the
caller supplies the object's world origin;
- the failed step-down edge branch performs the retail back-probe to current
position before calling precipice slide;
- `CELLARRAY`, full `cell_bsp` ownership, and cross-cell building portals remain
L.2e work.