acdream/docs/research/2026-05-06-issue-48-handoff.md
Erik 0d3b85dd69 docs(issues): file #48 — subset of tree species hover above terrain
A few specific scenery GfxObjs render with their trunk base ~0.5-1.5m
above the terrain mesh while the vast majority sit flush. Per-GfxObj-
id ⇒ deterministic across instances. Player Z snap is unaffected.
Side-by-side with retail confirmed the same species place flush there.

Filed with three competing hypotheses: per-GfxObj origin convention
(some tree meshes authored with origin at bbox-center vs trunk-base),
physics-vs-bilinear terrain Z mismatch on NE↔SW-cut cells, or the
same DIDDegrade close-detail story as #47 applied to scenery.

Detailed cut-and-paste handoff for the next agent at
docs/research/2026-05-06-issue-48-handoff.md — covers the diagnostic
dump that disambiguates the hypotheses with one log line per
offending tree.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:18:26 +02:00

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# Issue #48 handoff — a few specific tree species hover above terrain
**Use this whole document as the prompt** when handing off to a fresh
agent. Everything they need to pick up cold is below.
---
## Background you'll need
You're working in `acdream`, a from-scratch C# .NET 10 reimplementation
of Asheron's Call's retail client. The project's house rule (in
`CLAUDE.md`) is **the code is modern, the behavior is retail**: every
gameplay-affecting algorithm is ported faithfully from the named retail
decomp at `docs/research/named-retail/` (Sept 2013 EoR build PDB,
99.6% function-name recovery, full pseudo-C). Read `CLAUDE.md` end-to-
end before touching code — the workflow ("grep named-retail first →
cross-reference → pseudocode → port → conformance test → integrate")
is mandatory.
Outdoor scenery (trees, bushes, rocks, fences, small props) is
generated procedurally per landblock by [`SceneryGenerator`](../../src/AcDream.Core/World/SceneryGenerator.cs),
which is a faithful port of retail's
`chunk_005A0000.c` placement math. The generator returns
`(GfxObjId, LocalPosition, Rotation, Scale)` triples; the renderer
combines `LocalPosition.X / .Y` with the landblock origin and adds
the terrain ground Z to get `finalZ`. This already works correctly
for the vast majority of scenery in every landblock we've tested.
## The bug, in one paragraph
A small subset of tree species — three specific GfxObjs that the
user spotted in Holtburg, possibly more elsewhere — render with
their trunk base **floating ~0.51.5 m above the visible terrain
mesh**, while every other scenery instance in the same landblock
sits flush. The bug is **per-GfxObj-id**, deterministic across
instances: those exact tree species float wherever they spawn, and
correctly-placed species at the same (x, y) cell coordinates do not.
Same dat as retail; retail places those same species flush.
Side-by-side screenshot pair confirmed 2026-05-06.
This is the **only** outstanding terrain-rendering issue per the
user's report. Canopy density / shape are NOT the issue — those
match retail. The defect is purely vertical offset on a few species.
## Acceptance criterion
- All scenery species rest flush on the visible terrain mesh in
side-by-side outdoor screenshots vs retail. The user verifies
visually.
- **Don't break:** all the species that currently render flush
must continue to render flush. Player feet must continue to land
on the terrain (player Z snap is unaffected by this bug — fix
only the scenery path).
## Confirmed facts (don't redo these)
- [`SceneryGenerator.cs:204`](../../src/AcDream.Core/World/SceneryGenerator.cs:204)
returns `LocalPosition.Z = obj.BaseLoc.Origin.Z` (the ObjectDesc's
BaseLoc Z offset, with no terrain involvement). The intent is for
the renderer to add the ground Z later.
- [`GameWindow.cs:4640-4644`](../../src/AcDream.App/Rendering/GameWindow.cs:4640):
```csharp
var worldPx = localX + lbOffset.X;
var worldPy = localY + lbOffset.Y;
float groundZ = _physicsEngine.SampleTerrainZ(worldPx, worldPy)
?? SampleTerrainZ(lb.Heightmap, _heightTable, localX, localY);
float finalZ = groundZ + spawn.LocalPosition.Z;
```
Physics sampler first; bilinear fallback if physics hasn't
registered the landblock yet.
- Player feet land flush on terrain (the physics sampler is correct
for movement). Most species also land flush (so the placement
arithmetic is correct in aggregate). Only specific species float.
- This is **not** the same fix as #47 (humanoid bulky-body) — that
was DIDDegrade close-detail mesh selection. But hypothesis 3
below considers whether scenery has the same problem.
## Three competing hypotheses
You need one log sample to disambiguate. Don't pre-commit to a
hypothesis until the diagnostic dump tells you which one it is.
### H1 — Per-GfxObj origin convention
Most AC tree GfxObjs are authored with mesh-local origin at the
trunk base: vertex `Z` values are `>= 0`, measured upward from the
ground-contact point. A few species may be authored with origin at
the **bbox center** or **visual top** instead. For those, our
`finalZ = groundZ + BaseLoc.Z` plants the *origin* at ground —
which means the visible trunk hovers by half-tree-height (center-
origin) or the whole tree-height (top-origin).
**Predicts:** the offending GfxObj's `meshZRange.zMin` is
significantly greater than 0 by exactly the float amount.
**Fix if H1:** at scenery hydration, when computing `finalZ`,
shift down by `meshZRange.zMin` so the lowest vertex lands at
`groundZ + BaseLoc.Z` instead of the origin landing there.
Concretely: `finalZ = groundZ + spawn.LocalPosition.Z - meshZMin`
where `meshZMin = min(vertex.Z)` across all the GfxObj's vertices.
Cache the per-GfxObj zMin in the existing scenery hydration cache
so we don't recompute. Verify retail does this — likely there's a
`ObjectDesc::PlaceOnGround` or `Frame::adjust_to_ground` retail
function. **Grep named-retail first.**
### H2 — Physics-sampler vs bilinear-fallback Z mismatch
The physics path uses the AC2D split-direction-aware terrain mesh
formula (matches the visible terrain mesh exactly). The bilinear
fallback at line 4643 uses naive bilinear over the four heightmap
corners — correct on horizontal cells but wrong on cells where
the visible triangle slopes the *other* way (NE↔SW cut vs SE↔NW
cut). If physics hasn't registered a landblock at the moment scenery
hydrates (timing race), the affected scenery uses the bilinear
sampler and lands on a different Z than the visible terrain. Player
Z is fine because player movement always queries the physics sampler.
**Predicts:** the affected species would render correctly if you
delay scenery hydration until physics registration completes (or
if you make the bilinear fallback also use the split-direction
formula). The float amount should match the gap between the
bilinear and the AC2D split-direction Z at the same (x, y) — usually
small (<0.5 m), variable across instances of the same species.
**Fix if H2:** make the bilinear fallback in `SampleTerrainZ`
(private in GameWindow.cs) use the same split-direction formula
the physics sampler uses. Or eliminate the fallback by making
scenery hydration await physics registration. Cite ACME's
`TerrainConformanceTests.cs` for the canonical split-direction
test — port it as a unit test on the bilinear fallback.
### H3 — Close-degrade story applied to scenery
Some tree GfxObjs have `DIDDegrade` tables (we confirmed this
pattern fixes humanoid bulky bodies in Issue #47). The base GfxObj
id (LOD-3, used by retail only as the entry point to `DIDDegrade`)
and `Degrades[0]` (close-detail) may have different mesh-local
origin conventions — e.g. base origin at bbox-center, slot-0 at
trunk-base. We currently draw the base directly for scenery (the
[`GfxObjDegradeResolver`](../../src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs)
is scoped to humanoid setups via `IsIssue47HumanoidSetup`).
**Predicts:** the offending GfxObj has `HasDIDDegrade` set, and
its `Degrades[0]` resolves to a different GfxObj whose `meshZRange`
starts at 0 — using slot 0 puts the trunk on the ground.
**Fix if H3:** extend the `ACDREAM_RETAIL_CLOSE_DEGRADES` flag to
scenery (drop the humanoid-only gate, or add a parallel scenery-
aware path). Wire the resolver into the scenery hydration loop
right before mesh upload. The resolver's safe fallbacks mean it's
benign on scenery without `DIDDegrade` (most species).
## Required first step — diagnostic dump
Add a `ACDREAM_DUMP_SCENERY_Z=1` env-var-gated dump in the scenery
hydration loop (around [`GameWindow.cs:4646`](../../src/AcDream.App/Rendering/GameWindow.cs:4646))
that logs, per spawn:
```
[scenery-z] gfx=0xXXXXXXXX setupOrGfx=... source=physics|bilinear
worldPos=(x,y,z) BaseLoc.Z=... groundZ=...
meshZRange=[zMin..zMax] meshZSpan=...
hasDIDDegrade=true|false [degrades[0]=0xYYYY zMin=...]
```
Where:
- `gfx` is the GfxObjId actually being rendered
- `source` is `"physics"` if `_physicsEngine.SampleTerrainZ` returned
non-null, `"bilinear"` if we hit the fallback
- `meshZRange` comes from a one-time scan of the GfxObj's
`VertexArray.Vertices` — `min(v.Origin.Z)` and `max(v.Origin.Z)`
- `hasDIDDegrade` reads `gfxObj.Flags.HasFlag(GfxObjFlags.HasDIDDegrade)`
- if true, follow `gfxObj.DIDDegrade` and log slot 0's GfxObjId + zMin
User identifies a floating tree (rotates camera, uses dev panel
or just visual identification), reads the log to find that gfx
id, and reports the line. The data instantly disambiguates:
- H1: `meshZRange.zMin` ≈ float amount, `hasDIDDegrade=false`
- H2: matching gfx id elsewhere has `source=physics`, the offender
has `source=bilinear`, and `meshZRange.zMin` ≈ 0
- H3: `hasDIDDegrade=true`, slot 0's `zMin` ≠ base's `zMin`
## Files most likely to need edits
- [`src/AcDream.App/Rendering/GameWindow.cs:4625-4655`](../../src/AcDream.App/Rendering/GameWindow.cs:4625) —
the scenery hydration loop. Diagnostic dump goes here. Final fix
(depending on hypothesis) probably also lands here.
- [`src/AcDream.Core/World/SceneryGenerator.cs:204`](../../src/AcDream.Core/World/SceneryGenerator.cs:204) —
if H1 needs the bbox computation passed through, extend the
generator output struct.
- [`src/AcDream.Core/Physics/TerrainSurface.cs`](../../src/AcDream.Core/Physics/TerrainSurface.cs) —
if H2, replace the bilinear fallback math here or in the private
`SampleTerrainZ` in GameWindow.cs.
- [`src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs`](../../src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs) —
if H3, extend its applicability to scenery (drop or augment the
humanoid-only gate currently in `GameWindow.IsIssue47HumanoidSetup`).
- [`docs/research/2026-05-06-issue-47-close-degrade-pseudocode.md`](2026-05-06-issue-47-close-degrade-pseudocode.md) —
cite if H3.
## Workflow (per CLAUDE.md)
1. **Step 0 — grep named-retail.** For H1, search:
```
grep -n "PlaceOnGround\|adjust_to_ground\|LandBlock::ObjectDesc\|BaseLoc\|ScaleObj\|FUN_005a6cc0" docs/research/named-retail/acclient_2013_pseudo_c.txt
```
The decomp likely has a function that adjusts placement Z by the
mesh's zMin or similar. If retail does this, the fix is to mirror
it; if retail doesn't, your hypothesis may need refinement.
2. **Cross-reference.** Check ACME's `WorldBuilder.Tests/ClientReference.cs`
and `WorldBuilder/Editors/Landscape/StaticObjectManager.cs` for
how scenery placement Z is computed there. Check ACViewer's
`Physics/Common/ObjectDesc.cs` for placement math.
3. **Pseudocode.** Add `docs/research/2026-05-XX-issue-48-fix-pseudocode.md`
with the algorithm in plain language before porting.
4. **Port faithfully.** Match retail line-by-line.
5. **Conformance test.** Unit test in `tests/AcDream.Core.Tests/`
covering the chosen hypothesis. For H1: assert that for a GfxObj
whose `meshZMin > 0`, the rendered final position has the lowest
vertex sitting at `groundZ + BaseLoc.Z`. For H2: port the AC2D
split-direction conformance check from ACME's
`TerrainConformanceTests.cs`. For H3: cover the scenery code path
in the existing `GfxObjDegradeResolverTests.cs` style.
6. **Visual verification.** User confirms in-client.
## Test workflow (live verification)
```powershell
Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force
Start-Sleep -Seconds 4
$env:ACDREAM_DUMP_SCENERY_Z = "1" # the diagnostic you'll add
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch_issue48.log"
```
User spawns at Holtburg, identifies a floating tree visually,
reports the GfxObjId. You grep the log for that id, look at the
diagnostic line, decide which hypothesis fits, implement, retest.
## Constraints / don't-break
- Player Z snap is correct — don't touch the physics sampler's
movement path. The fix is to scenery placement only.
- Most scenery species are correctly placed today. The fix must
not regress them. If H1: cap the `-meshZMin` shift so it only
applies to species where `zMin > epsilon` (don't shift down
species already authored with zMin = 0, in case authoring
variance produces tiny negative zMin from float precision).
- Don't widen the `ACDREAM_RETAIL_CLOSE_DEGRADES` scope to scenery
unless H3 is confirmed; doing so blindly might fix #48 but cause
unintended LOD selection on scenery at distance.
- Tests must stay green: `dotnet build AcDream.slnx -c Debug`,
`dotnet test AcDream.slnx`. There are 8 pre-existing motion test
failures in `AcDream.Core.Tests` that aren't yours — leave them.
## When to stop and ask
Per CLAUDE.md, ask only for:
- Visual verification (user looking at the client)
- Genuine architectural disagreements (e.g. if all three hypotheses
prove wrong and a fourth is needed)
- Hard-to-reverse destructive actions
Otherwise act. Don't ask "should I continue?".
## References to consult
- [`docs/research/2026-05-06-issue-47-close-degrade-pseudocode.md`](2026-05-06-issue-47-close-degrade-pseudocode.md) —
the close-degrade fix that landed for #47; precedent for H3
- [`src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs`](../../src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs) —
ready-to-extend resolver if H3 fits
- [`src/AcDream.Core/World/SceneryGenerator.cs`](../../src/AcDream.Core/World/SceneryGenerator.cs) —
the placement math, fully decomp-cited
- `docs/research/named-retail/acclient_2013_pseudo_c.txt` — Sept
2013 PDB pseudo-C, **grep this FIRST**
- ACME `WorldBuilder.Tests/ClientReference.cs` — decompiled retail
client C# port; canonical for terrain/scenery math
- ACME `WorldBuilder/Editors/Landscape/StaticObjectManager.cs` —
scenery rendering pipeline reference
## Final note
Don't pre-commit to a hypothesis. Add the diagnostic dump first,
get one log line for one offending tree from the user, then pick
the hypothesis the data points at and implement. The whole point
of the diagnostic-first move is that one sample disambiguates
three weeks of speculation into one straightforward port. Issue #47
proved this pattern works.
When the fix lands and the user has visually verified all scenery
sits flush: update [`docs/ISSUES.md`](../ISSUES.md) to mark #48
DONE with the commit SHA, update memory if there's a durable
lesson, commit on the current branch with a co-authored message,
merge to main, push.