Port retail CameraManager::UpdateCamera's convergence snap (0x00456fcd): once the per-frame lerp step is below 0.0004 m AND the rotation within 0.000199999995, freeze the damped eye at an exact fixed point instead of Vector3.Lerp's endless sub-mm asymptote. The drift was walking the 3rd-person eye across the vestibule/room portal plane at rest, flipping the per-frame viewer-cell resolve 0170<->0171 -> the indoor grey/texture flicker. The collided-eye firewall (separate publishedEye local) is already present. Adds ApplyConvergenceSnap static (TDD: 3 unit tests + 1 integration freeze test) + SnapEpsilon/RotCloseEpsilon. App suite 183 -> 187, all green. Plan: docs/superpowers/plans/2026-06-05-indoor-viewer-cell-flicker-fix.md Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
35 KiB
Indoor Viewer-Cell Flicker + Bluish-Void Fix — Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Kill the indoor render flicker (grey↔texture at rest) and the stable bluish void at cottage cell boundaries by porting the three retail mechanisms that keep retail's viewer_cell rock-stable — camera-boom convergence snap, viewer-cell dead-zone, and w-space portal clip — confirmed root cause by decomp + live cdb (docs/research/2026-06-05-viewer-cell-flicker-rootcause-and-fix-plan-handoff.md).
Architecture: Three independent, retail-faithful ports, each TDD'd and independently visual-verified in this order (highest leverage first):
- Camera boom stability (
RetailChaseCamera) — add the retailUpdateCameraconvergence snap so the damped eye reaches an exact fixed point at rest instead of dithering sub-millimetre forever. Removes the trigger (the eye walking across a portal plane). The collided-eye firewall is already present (verified). - Viewer-cell dead-zone (
BSPQuery.PointInsideCellBsp) — port retail's symmetric ±0.000199999995 m dead-zone so a point grazing a splitting plane belongs to neither child → membership stays sticky. Belt-and-suspenders for the flicker; shared Core primitive (also used by physics), so the full Core suite gates it. - w-space portal clip (
PortalProjection/PortalVisibilityBuilder) — verify the void is gone after 1+2, port the InitCell side-test dead-band for faithfulness, then reassess/revert the9f95252eye-in-portal flood band-aid.
Tech Stack: C# .NET 10, System.Numerics, xUnit. No new dependencies. Retail oracle: docs/research/named-retail/acclient_2013_pseudo_c.txt.
DON'T (from handoff §5):
- No render-side debounce/grace-period for the flicker — fix the input (boom + cell), never the render.
- Don't switch the render root to the player cell — retail roots
DrawInsideat the viewer cell; make the viewer cell stable, don't change which cell roots. - Don't reopen "the flood doesn't reach the cellar" — refuted.
- Don't revert Residual A (the
update_viewercamera-collision port) — it made the viewer cell accurate; we're stabilising it.
Test baseline (must hold): App 183 pass / 0 fail. Core 1326 pass / 4 fail (documented: 2× DoorBugTrajectoryReplay LiveCompare, BSPStepUpTests.D4, DoorCollisionApparatus) / 1 skip. Build green.
File Structure
| File | Change | Responsibility |
|---|---|---|
src/AcDream.App/Rendering/RetailChaseCamera.cs |
Modify | Part 1: add SnapEpsilon/RotCloseEpsilon consts + ApplyConvergenceSnap static + wire it into Update's damping branch. |
tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs |
Modify | Part 1: unit test for ApplyConvergenceSnap + integration "boom freezes at rest" test. |
src/AcDream.Core/Physics/BSPQuery.cs |
Modify | Part 2: add the ±0.000199999995 dead-zone to PointInsideCellBsp (3-way classify). |
tests/AcDream.Core.Tests/Physics/PointInsideCellBspDeadZoneTests.cs |
Create | Part 2: RED→GREEN dead-zone tests + a FindVisibleChildCell stickiness test. |
src/AcDream.App/Rendering/PortalVisibilityBuilder.cs |
Modify (Part 3, gated) | Part 3: port InitCell side-test dead-band into CameraOnInteriorSide; reassess/remove EyeInsidePortalOpening flood (9f95252). |
tests/AcDream.App.Tests/Rendering/PortalProjectionTests.cs |
Modify (Part 3, gated) | Part 3: close-portal robustness regression if a residual void persists. |
Each part is one or more commits, each ending in a VISUAL GATE (the user looks at the running client). Parts 2 and 3 only start after the previous part's visual gate passes.
Part 1 — Camera boom convergence snap (highest leverage)
Root cause (decomp-confirmed): RetailChaseCamera.Update lerps _dampedEye toward targetEye with Vector3.Lerp every frame (RetailChaseCamera.cs:149). Vector3.Lerp is asymptotic — it never reaches an exact fixed point, so the eye makes a tiny sub-millimetre step every frame forever. At rest that walks the eye across the vestibule/room portal plane → the per-frame viewer-cell resolve flips 0170↔0171 → the render redraws two solves → flicker. Retail's CameraManager::UpdateCamera (0x00456660) has a convergence snap at 0x00456fcd: after interpolating, if the translation step < 0.0004 m (= 2 × 0.000199999995, 0x00456fe1) AND the rotation is within 0.000199999995 (0x00456fdd, Frame::close_rotation), it returns the input unchanged (Position::Position(__return, ebx_1)) — an exact fixed point.
The collided-eye firewall is already present — Update collides into a separate publishedEye local and never writes _dampedEye (RetailChaseCamera.cs:162-172, comment at :153-161). So Part 1 is ONLY the snap.
Acceptance:
- New
ApplyConvergenceSnapstatic freezes when both deltas are sub-epsilon, else returns the candidate. - After convergence with a constant pose, two consecutive
Updateframes produce a bit-identicalPosition(collision off). - All existing
RetailChaseCameraTestsstay green (esp.SecondUpdate_LerpsTowardTarget— step 0.75 ≫ epsilon, no snap). - VISUAL GATE 1: at the Holtburg cottage vestibule/room boundary, standing still, the
[flap-sweep] desiredBackvalue holds flat (no3.11→3.07drift) and the grey↔texture flicker is gone or sharply reduced.
Task 1.1: Unit-test the convergence-snap helper (RED)
Files:
-
Test:
tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs -
Step 1: Write the failing test. Append these tests to the class (after the existing
Update_CollisionDoesNotCorruptDampedState, before the closing brace):
// ── Convergence snap (Part 1: kills the at-rest boom drift) ────────
[Fact]
public void ConvergenceSnap_StepBelowEpsilon_FreezesAtCurrent()
{
// Both the translation step and the rotation step are below the retail snap
// thresholds (0.0004 m / 0.0002) → freeze: return the CURRENT damped state,
// not the candidate. This is the exact fixed point retail's UpdateCamera reaches.
var damped = new Vector3(5f, 6f, 7f);
var forward = Vector3.Normalize(new Vector3(1f, 0f, 0f));
var candidate = damped + new Vector3(0.0001f, 0f, 0f); // 0.1 mm step < 0.4 mm
var candFwd = forward; // no rotation step
var (eye, fwd, frozen) = RetailChaseCamera.ApplyConvergenceSnap(damped, forward, candidate, candFwd);
Assert.True(frozen);
Assert.Equal(damped, eye); // exact — returns the input, freezing the drift
Assert.Equal(forward, fwd);
}
[Fact]
public void ConvergenceSnap_TranslationStepAboveEpsilon_ReturnsCandidate()
{
var damped = new Vector3(5f, 6f, 7f);
var forward = Vector3.Normalize(new Vector3(1f, 0f, 0f));
var candidate = damped + new Vector3(0.01f, 0f, 0f); // 1 cm step ≫ 0.4 mm
var candFwd = forward;
var (eye, fwd, frozen) = RetailChaseCamera.ApplyConvergenceSnap(damped, forward, candidate, candFwd);
Assert.False(frozen);
Assert.Equal(candidate, eye); // still converging → apply the lerp step
Assert.Equal(candFwd, fwd);
}
[Fact]
public void ConvergenceSnap_RotationStepAboveEpsilon_ReturnsCandidate()
{
// Translation has converged but the heading is still turning — retail does NOT
// freeze unless BOTH are close (it returns the interpolated frame). So a small
// translation step must NOT freeze while the forward is still rotating.
var damped = new Vector3(5f, 6f, 7f);
var forward = Vector3.Normalize(new Vector3(1f, 0f, 0f));
var candidate = damped + new Vector3(0.0001f, 0f, 0f); // sub-epsilon translation
var candFwd = Vector3.Normalize(new Vector3(1f, 0.05f, 0f)); // ~0.05 rad turn ≫ 0.0002
var (_, _, frozen) = RetailChaseCamera.ApplyConvergenceSnap(damped, forward, candidate, candFwd);
Assert.False(frozen);
}
- Step 2: Run the test to verify it fails (compile error — method doesn't exist).
Run: dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~ConvergenceSnap"
Expected: FAIL — build error 'RetailChaseCamera' does not contain a definition for 'ApplyConvergenceSnap'.
Task 1.2: Implement the convergence-snap helper + constants (GREEN)
Files:
-
Modify:
src/AcDream.App/Rendering/RetailChaseCamera.cs -
Step 1: Add the snap constants. Immediately after the
DistanceMin/Max/PitchMin/Maxconst block (afterRetailChaseCamera.cs:78, thepublic const float PitchMax = 1.4f;line), add:
// Retail CameraManager::UpdateCamera convergence-snap thresholds (decomp
// acclient_2013_pseudo_c.txt, 0x00456fcd–0x00457035). SnapEpsilon = 2 ×
// 0.000199999995 m ≈ 0.0004 m — the per-frame translation step below which retail
// freezes the boom at an exact fixed point (0x00456fe1). RotCloseEpsilon =
// 0.000199999995 — the Frame::close_rotation tolerance (0x00456fdd). Without the
// snap, Vector3.Lerp asymptotes forever and the boom drifts at rest, walking the eye
// across a portal plane and flipping the viewer cell → the indoor flicker.
private const float SnapEpsilon = 0.000199999995f * 2f;
private const float RotCloseEpsilon = 0.000199999995f;
- Step 2: Add the
ApplyConvergenceSnapstatic. Add this method just afterComputeDampingAlpha(afterRetailChaseCamera.cs:370, the closing brace ofComputeDampingAlpha):
/// <summary>
/// Retail <c>CameraManager::UpdateCamera</c> convergence snap (decomp 0x00456fcd).
/// After the per-frame lerp, if the translation step from <paramref name="dampedEye"/>
/// to <paramref name="candidateEye"/> is below <see cref="SnapEpsilon"/> AND the
/// rotation step is below <see cref="RotCloseEpsilon"/>, retail returns the input
/// position unchanged — an exact fixed point. Returns <c>frozen=true</c> with the
/// current state in that case; otherwise <c>frozen=false</c> with the candidate.
/// Both conditions are required (retail couples origin + rotation in the snap test),
/// so the boom keeps converging while the heading is still turning.
/// </summary>
internal static (Vector3 eye, Vector3 forward, bool frozen) ApplyConvergenceSnap(
Vector3 dampedEye, Vector3 dampedForward, Vector3 candidateEye, Vector3 candidateForward)
{
bool translationConverged = Vector3.Distance(candidateEye, dampedEye) < SnapEpsilon;
bool rotationConverged = Vector3.Distance(candidateForward, dampedForward) < RotCloseEpsilon;
if (translationConverged && rotationConverged)
return (dampedEye, dampedForward, true); // freeze: exact fixed point
return (candidateEye, candidateForward, false);
}
- Step 3: Run the unit tests to verify they pass.
Run: dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~ConvergenceSnap"
Expected: PASS (3 tests).
Task 1.3: Wire the snap into Update + integration test
Files:
-
Modify:
src/AcDream.App/Rendering/RetailChaseCamera.cs -
Test:
tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs -
Step 1: Write the failing integration test. Append to
RetailChaseCameraTests:
[Fact]
public void Update_AtRestAfterConvergence_BoomFreezesAtExactFixedPoint()
{
// The retail UpdateCamera snap freezes the boom at an exact fixed point once the
// per-frame step falls below ~0.4 mm. Without it, Vector3.Lerp asymptotes forever
// — the eye dithers sub-millimetre every frame and walks across the portal plane,
// flipping the viewer cell (the indoor flicker). Hold a pose DIFFERENT from the
// init pose so the boom has to converge over many frames; with collision OFF
// (Position == _dampedEye), two consecutive post-convergence frames must be
// BIT-IDENTICAL. (At frame 120, α≈0.075, displacement ~7 m, the un-snapped step is
// ~5e-5 m ≈ tens of float ULP — distinguishably nonzero — so this is a real RED.)
bool savedAlign = CameraDiagnostics.AlignToSlope;
bool savedColl = CameraDiagnostics.CollideCamera;
float savedT = CameraDiagnostics.TranslationStiffness;
float savedR = CameraDiagnostics.RotationStiffness;
try
{
CameraDiagnostics.AlignToSlope = false; // deterministic heading
CameraDiagnostics.CollideCamera = false; // Position == _dampedEye
CameraDiagnostics.TranslationStiffness = 0.45f;
CameraDiagnostics.RotationStiffness = 0.45f;
var cam = new RetailChaseCamera { Distance = 2.61f, Pitch = 0.291f };
// Frame 1 at pose A: init snaps the damped eye to A's target.
cam.Update(Vector3.Zero, 0.5f, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f);
// Hold pose B for many frames → the boom lerps A's target → B's target.
var posB = new Vector3(5f, 5f, 0f);
for (int i = 0; i < 120; i++)
cam.Update(posB, 0.5f, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f);
Vector3 a = cam.Position;
cam.Update(posB, 0.5f, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f);
Vector3 b = cam.Position;
Assert.Equal(a, b); // exact — frozen, not dithering
}
finally
{
CameraDiagnostics.AlignToSlope = savedAlign;
CameraDiagnostics.CollideCamera = savedColl;
CameraDiagnostics.TranslationStiffness = savedT;
CameraDiagnostics.RotationStiffness = savedR;
}
}
- Step 2: Run it to verify it fails.
Run: dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~BoomFreezesAtExactFixedPoint"
Expected: FAIL — Assert.Equal() failure, a and b differ by ~5e-5 m (the un-snapped asymptotic step).
- Step 3: Wire the snap into the damping branch. In
RetailChaseCamera.Update, replace theelsebranch of theif (!_initialised)block (RetailChaseCamera.cs:145-151):
else
{
float tAlpha = ComputeDampingAlpha(CameraDiagnostics.TranslationStiffness, dt);
float rAlpha = ComputeDampingAlpha(CameraDiagnostics.RotationStiffness, dt);
_dampedEye = Vector3.Lerp(_dampedEye, targetEye, tAlpha);
_dampedForward = Vector3.Normalize(Vector3.Lerp(_dampedForward, targetForward, rAlpha));
}
with:
else
{
float tAlpha = ComputeDampingAlpha(CameraDiagnostics.TranslationStiffness, dt);
float rAlpha = ComputeDampingAlpha(CameraDiagnostics.RotationStiffness, dt);
Vector3 candidateEye = Vector3.Lerp(_dampedEye, targetEye, tAlpha);
Vector3 candidateForward = Vector3.Normalize(Vector3.Lerp(_dampedForward, targetForward, rAlpha));
// Retail UpdateCamera convergence snap (0x00456fcd): freeze at an exact fixed
// point once the lerp step is sub-epsilon, instead of dithering forever. This is
// the at-rest flicker fix — see ApplyConvergenceSnap + SnapEpsilon.
(_dampedEye, _dampedForward, _) =
ApplyConvergenceSnap(_dampedEye, _dampedForward, candidateEye, candidateForward);
}
- Step 4: Run the integration test + the full RetailChaseCamera suite to verify pass + no regression.
Run: dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~RetailChaseCameraTests"
Expected: PASS (all existing + 4 new). Confirm SecondUpdate_LerpsTowardTarget and Update_CollisionDoesNotCorruptDampedState still pass.
Task 1.4: Full build + test + commit Part 1
- Step 1: Build. Run:
dotnet build. Expected: green. - Step 2: Full App suite. Run:
dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj. Expected: 187 pass / 0 fail (183 baseline + 4 new). - Step 3: Commit.
git add src/AcDream.App/Rendering/RetailChaseCamera.cs tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs
git commit -m "fix(render): Part 1 — camera boom convergence snap (kills the at-rest viewer-cell flicker trigger)
Port retail CameraManager::UpdateCamera's convergence snap (0x00456fcd):
once the per-frame lerp step is below 0.0004 m AND the rotation within
0.000199999995, freeze the damped eye at an exact fixed point instead of
Vector3.Lerp's endless sub-mm asymptote. The drift was walking the 3rd-person
eye across the vestibule/room portal plane at rest, flipping the per-frame
viewer-cell resolve 0170<->0171 -> the indoor grey/texture flicker.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
- Step 4: VISUAL GATE 1 — STOP. Launch the client (CLAUDE.md "Running the client"), with
ACDREAM_PROBE_FLAP=1. Stand still at the Holtburg cottage vestibule/room boundary. Ask the user to confirm: (a) the grey↔texture flicker at rest is gone/reduced; (b) in the log,[flap-sweep] desiredBackholds a constant value (no3.11→3.07drift). Do not start Part 2 until the user confirms.
Part 2 — Viewer-cell dead-zone (belt-and-suspenders for the flicker)
Root cause (decomp-confirmed): BSPQuery.PointInsideCellBsp (BSPQuery.cs:1034) uses a hard split — dist >= 0f → inside, dist < 0f → outside — with no dead-zone. A point grazing a splitting plane flips inside/outside on a sub-millimetre wobble. Retail's BSPNODE::point_inside_cell_bsp (0x0053c1f0, pc:325513/325522) uses a symmetric ±0.000199999995 m band: a point within ±0.2 mm of a plane is in neither child → the traversal short-circuits and classifies it "inside this cell," so a grazing point stays in the cell it was last in (check_cell is null → curr_cell unchanged, validate_transition pc:272608). This makes the viewer/player cell sticky at boundaries.
Faithful 3-way classify (matches retail's eax = 0 / 1 / 2):
dist >= +ε→ clearly in front → descendPosNode(may still reject on a deeper plane).-ε < dist < +ε→ dead zone → short-circuittrue(inside this cell).dist <= -ε→ clearly behind →false(outside).
Shared-primitive risk: PointInsideCellBsp is also used by physics cell membership (CellTransit.FindVisibleChildCell/FindCellList/FindCellSet). This is retail-faithful (retail's point_inside_cell_bsp has the dead-zone for ALL callers), but the full Core suite must stay at baseline (1326/4/1). The change only affects the (-ε, 0) band (0–0.2 mm behind a plane flips outside→inside) and the [0, +ε) band (short-circuits true instead of testing deeper) — both ≤0.2 mm, retail-exact.
Acceptance:
- A point 0.1 mm behind a single splitting plane returns
true(wasfalse); 1 mm behind stillfalse; existingSphereIntersectsCellBspTests.PointInsideCellBsp_PointJustOutside…(x = −0.3 m) staysfalse. - A
FindVisibleChildCellgraze keeps the start cell. - Full Core suite at baseline; App suite at 187.
- VISUAL GATE 2: the flicker is fully gone even with deliberate slow boom motion across the boundary (no residual flip).
Task 2.1: RED — dead-zone unit tests
Files:
-
Create:
tests/AcDream.Core.Tests/Physics/PointInsideCellBspDeadZoneTests.cs -
Step 1: Write the failing test file.
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Tests for the retail dead-zone in <see cref="BSPQuery.PointInsideCellBsp"/>
/// (port of BSPNODE::point_inside_cell_bsp, acclient_2013_pseudo_c.txt:325508 /
/// 0x0053c1f0). A point within ±0.000199999995 m of a splitting plane is in
/// NEITHER child → classified "inside this cell" (short-circuit true). This is
/// what keeps the viewer/player cell sticky at a boundary graze (the flicker fix).
/// </summary>
public class PointInsideCellBspDeadZoneTests
{
// One splitting plane at x = 0, normal +X → the "inside" half-space is x ≥ 0.
private static CellBSPNode SinglePlaneTree()
{
var leaf = new CellBSPNode { Type = BSPNodeType.Leaf };
return new CellBSPNode
{
SplittingPlane = new Plane(new Vector3(1f, 0f, 0f), 0f),
PosNode = leaf,
};
}
[Fact]
public void PointJustBehindPlane_WithinDeadZone_ReturnsTrue()
{
// 0.1 mm behind the plane → inside the ±0.2 mm dead zone → inside this cell.
// Pre-fix this returned FALSE (hard dist < 0 → outside) → the flicker.
var root = SinglePlaneTree();
Assert.True(BSPQuery.PointInsideCellBsp(root, new Vector3(-0.0001f, 0f, 0f)));
}
[Fact]
public void PointOnPlane_ReturnsTrue()
{
var root = SinglePlaneTree();
Assert.True(BSPQuery.PointInsideCellBsp(root, new Vector3(0f, 0f, 0f)));
}
[Fact]
public void PointJustInFront_ReturnsTrue()
{
var root = SinglePlaneTree();
Assert.True(BSPQuery.PointInsideCellBsp(root, new Vector3(0.0001f, 0f, 0f)));
}
[Fact]
public void PointClearlyBehind_BeyondDeadZone_ReturnsFalse()
{
// 1 mm behind → outside the ±0.2 mm band → outside the cell (unchanged).
var root = SinglePlaneTree();
Assert.False(BSPQuery.PointInsideCellBsp(root, new Vector3(-0.001f, 0f, 0f)));
}
[Fact]
public void PointFarBehind_ReturnsFalse_RegressionGuard()
{
// The existing SphereIntersectsCellBspTests regression pin (x = -0.3 m) must
// stay FALSE — the dead zone is only ±0.2 mm, 300 mm is far outside.
var root = SinglePlaneTree();
Assert.False(BSPQuery.PointInsideCellBsp(root, new Vector3(-0.3f, 0f, 0f)));
}
}
- Step 2: Run to verify it fails.
Run: dotnet test tests\AcDream.Core.Tests\AcDream.Core.Tests.csproj --filter "FullyQualifiedName~PointInsideCellBspDeadZone"
Expected: FAIL — PointJustBehindPlane_WithinDeadZone_ReturnsTrue fails (returns false). The other 4 pass already (they pin unchanged behaviour).
Task 2.2: GREEN — add the dead-zone to PointInsideCellBsp
Files:
-
Modify:
src/AcDream.Core/Physics/BSPQuery.cs -
Step 1: Replace the split test. In
PointInsideCellBsp(BSPQuery.cs:1034-1047), replace the body after the leaf checks:
float dist = Vector3.Dot(node.SplittingPlane.Normal, point) + node.SplittingPlane.D;
// Front or on-plane → follow positive child (inside).
if (dist >= 0f)
return node.PosNode is not null ? PointInsideCellBsp(node.PosNode, point) : true;
// Behind → outside.
return false;
with:
float dist = Vector3.Dot(node.SplittingPlane.Normal, point) + node.SplittingPlane.D;
// Retail BSPNODE::point_inside_cell_bsp dead-zone (0x0053c1f0, pc:325513/325522):
// a symmetric ±0.000199999995 m band around the splitting plane belongs to NEITHER
// child. A point in the band short-circuits "inside this cell" (true) — this is what
// keeps the viewer/player cell sticky at a boundary graze (no sub-mm membership flip
// → no indoor flicker). Only a point clearly BEHIND the plane is outside.
const float CellBspPlaneEpsilon = 0.000199999995f;
if (dist >= CellBspPlaneEpsilon)
return node.PosNode is not null ? PointInsideCellBsp(node.PosNode, point) : true;
if (dist <= -CellBspPlaneEpsilon)
return false; // clearly behind → outside the cell
return true; // dead zone (within ±0.2 mm) → inside this cell
- Step 2: Run the dead-zone tests to verify pass.
Run: dotnet test tests\AcDream.Core.Tests\AcDream.Core.Tests.csproj --filter "FullyQualifiedName~PointInsideCellBspDeadZone"
Expected: PASS (5 tests).
Task 2.3: Stickiness regression at the FindVisibleChildCell level
Files:
-
Test:
tests/AcDream.Core.Tests/Physics/CellTransitFindVisibleChildCellTests.cs -
Step 1: Inspect the existing fixtures. Read
tests/AcDream.Core.Tests/Physics/CellTransitFindVisibleChildCellTests.csto reuse its cell-cache/CellPhysicsbuilder. Add one test: a point that grazes the start cell's boundary plane (within ±0.2 mm, on the outside) resolves back to the start cell (not a neighbour). If the existing fixtures don't expose a single-plane start cell conveniently, assert the primitive instead viaBSPQuery.PointInsideCellBspon the start cell'sCellBSP.Root(the dead-zone test in Task 2.1 already covers the primitive; this task is satisfied if no cheapFindVisibleChildCell-level fixture exists — note that in the commit message rather than forcing a brittle fixture). -
Step 2: Run the CellTransit suite.
Run: dotnet test tests\AcDream.Core.Tests\AcDream.Core.Tests.csproj --filter "FullyQualifiedName~CellTransit"
Expected: PASS (no regression).
Task 2.4: Full build + test + commit Part 2
- Step 1: Build. Run:
dotnet build. Expected: green. - Step 2: FULL Core suite (shared-primitive gate). Run:
dotnet test tests\AcDream.Core.Tests\AcDream.Core.Tests.csproj. Expected: 1331 pass / 4 fail / 1 skip (1326 + 5 new dead-zone tests; the 4 documented failures unchanged — verify the failing set is the SAME 4, not a new one). - Step 3: Commit.
git add src/AcDream.Core/Physics/BSPQuery.cs tests/AcDream.Core.Tests/Physics/PointInsideCellBspDeadZoneTests.cs
git commit -m "fix(physics): Part 2 — point_inside_cell_bsp dead-zone (sticky cell membership at boundary graze)
Port retail BSPNODE::point_inside_cell_bsp's symmetric ±0.000199999995 m
dead-zone (0x0053c1f0, pc:325513/325522): a point within 0.2 mm of a splitting
plane is in neither child -> short-circuit 'inside this cell'. Belt-and-suspenders
for the indoor flicker: the viewer cell stays sticky when the boom grazes the
vestibule/room portal plane instead of flipping 0170<->0171 on a sub-mm wobble.
Shared with physics cell membership (retail-faithful: retail uses the same band
for all callers). Full Core suite at baseline.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
- Step 4: VISUAL GATE 2 — STOP. Launch with
ACDREAM_PROBE_FLAP=1+ACDREAM_PROBE_CELL=1. Walk the boom slowly across the vestibule/room boundary. Ask the user to confirm the flicker is fully gone and[cell-transit]shows clean single crossings (no oscillation). Do not start Part 3 until confirmed.
Part 3 — w-space portal clip robustness + reassess 9f95252 (gated on the void state)
Status after Parts 1+2: the eye now rests stable in the substantial cell (room/outside), not lingering in the thin vestibule. The proj=0 "stable bluish void" was a degenerate projection that occurs only when the eye stands IN a portal plane looking along it — a position Parts 1+2 keep the eye out of. So Part 3 is diagnose-then-decide, not a fixed code change.
Key correction vs the handoff: do NOT lower PortalProjection.MinW (0.05) to exactly w = 0. acdream's ProjectToNdc computes a 2D screen region (not a homogeneous rasterisation), so a vertex AT w = 0 divides to inf/NaN. Retail's polyClipFinish produces w=0 synthetic verts because its downstream is a homogeneous rasteriser; acdream's region-clip needs w > 0 strictly. The existing MinW = 0.05 clip-space Sutherland–Hodgman (commit 5f596f2) is the correct adaptation and is kept. The remaining faithful pieces are the InitCell side-test dead-band and removing the band-aid.
Acceptance:
- After Parts 1+2's visual gates, capture
ACDREAM_PROBE_FLAPat the cottage boundary + cellar; confirm whether anyproj=0/terrain=Skipvoid remains. - If clean: revert
9f95252(theEyeInsidePortalOpeningflood) and re-verify the void stays gone — this is the goal (the boom + dead-zone made it redundant). - For faithfulness, tighten
CameraOnInteriorSide'sPortalSideEpsilontoward retail's InitCell band only if it does not re-introduce culling (test-gated). - VISUAL GATE 3: no stable bluish void anywhere at the cottage (boundary, cellar, exiting); the cellar still seals; no new flap.
Task 3.1: Diagnose the residual void (no code change)
- Step 1. Launch with
ACDREAM_PROBE_FLAP=1. At the cottage doorway and in the cellar, capture[flap]/[flap-sweep]lines. Identify any portal still showingproj=0while its neighbour should be visible. Record the eye position + cell relative to that portal. - Step 2. Decide:
- (A) No residual void → go to Task 3.2 (revert the band-aid).
- (B) Residual void at a close portal → the eye is still reaching a degenerate position; first re-check Parts 1+2 at that spot (boom flat? cell sticky?). Only if the eye is legitimately close to a portal it must see through, port the InitCell side-test dead-band (Task 3.3) before reverting the band-aid.
Task 3.2: Reassess / revert the 9f95252 eye-in-portal flood band-aid
Files:
-
Modify:
src/AcDream.App/Rendering/PortalVisibilityBuilder.cs -
Step 1: Write a guard test first. In
tests/AcDream.App.Tests/Rendering/PortalVisibilityBuilderTests.cs(or the nearest existing builder test file — locate with a glob), add/keep a test that a normal interior doorway floods its neighbour through the projected+clipped region WITHOUT relying onEyeInsidePortalOpening(i.e. with the eye a normal distance back). Run it to confirm it passes BEFORE removing the band-aid. -
Step 2: Remove the band-aid. Delete the
clippedRegion.Count == 0→EyeInsidePortalOpeningflood block (PortalVisibilityBuilder.cs:171-177) and replace with the plain cull:
if (clippedRegion.Count == 0)
continue; // portal not visible through this chain
Then delete the now-unused EyeInsidePortalOpening, PointInPoly2D, and EyeStandingPerpDist members (PortalVisibilityBuilder.cs:415-474) — confirm no other references with a grep before deleting.
-
Step 3: Build + App suite. Run:
dotnet buildthendotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj. Expected: green, no regression. -
Step 4: VISUAL CHECK (mini-gate). Launch; confirm the cellar ceiling (the thing
9f95252originally fixed) is still sealed with the band-aid removed (Parts 1+2 should now keep it sealed via the stable viewer cell). If the ceiling drops, the band-aid was load-bearing → restore it (git revertthe removal) and record that the boom/dead-zone did not fully subsume it; keep it and move on. Either outcome is a valid, documented result.
Task 3.3 (conditional): Port the InitCell side-test dead-band
Only if Task 3.1 chose path (B). Retail PView::InitCell (0x005a4b70, pc:432896-432936) treats a viewer within ±0.000199999995 m of a portal plane as the front (positive) side. acdream's CameraOnInteriorSide (PortalVisibilityBuilder.cs:326-333) uses PortalSideEpsilon = 0.01f.
- Step 1. Add a test in the builder test file: a camera exactly on a portal plane is treated as interior-side (traverses). A camera 1 cm clearly behind is culled.
- Step 2. Only change
PortalSideEpsilonif the test + visual gate confirm it does not re-introduce a flap (tightening can cull a portal the eye is slightly behind). If it regresses, leave0.01fand note the divergence. Retail-faithfulness here is secondary to not re-opening the flap.
Task 3.4: Commit Part 3 + VISUAL GATE 3
- Step 1: Commit whatever Part 3 landed (band-aid removed, or kept-and-documented, ± side-band):
git add -A
git commit -m "fix(render): Part 3 — reassess eye-in-portal flood after boom+dead-zone stabilise the viewer cell
<describe the actual outcome: band-aid 9f95252 removed as redundant / kept as
load-bearing; ± InitCell side-test dead-band>. The stable bluish void is gone
because Parts 1+2 keep the eye out of the degenerate in-portal-plane position;
MinW=0.05 clip-space Sutherland-Hodgman (5f596f2) is kept (region-clip needs w>0).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
- Step 2: VISUAL GATE 3 — STOP. Full cottage tour (outside → doorway → room → cellar → back). Ask the user to confirm: no stable bluish void, cellar seals, no flicker, no new flap. This closes the flicker/void fix.
Post-completion
- Update
docs/research/2026-06-05-viewer-cell-flicker-rootcause-and-fix-plan-handoff.mdstatus (or write a short ship note) and thereference_render_pipeline_state.mdmemory: flicker + void fixed via the 3-part port; note which of Parts 2/3 (band-aid) ended up load-bearing. - Update
docs/plans/2026-05-12-milestones.mdM1.5 narrative if the indoor world now "feels right." - If a residual remains (e.g. #78 outdoor terrain gating), file/refresh the issue — do not fold it into this fix.
Self-Review
Spec coverage (handoff §4):
- Part 1 (camera boom stability) → Tasks 1.1–1.4. ✔ Snap ported; firewall already present (verified, noted).
- Part 2 (viewer-cell dead-zone) → Tasks 2.1–2.4. ✔ ±0.000199999995 ported into the shared point-in-cell test.
- Part 3 (w-space clip + reassess
9f95252) → Tasks 3.1–3.4. ✔ Diagnose-then-decide; band-aid reassessment explicit; MinW correction documented. - Per-part acceptance + visual gates → every part ends in a VISUAL GATE. ✔
- Order Part 1 → gate → Part 2 → gate → Part 3 → gate. ✔
Placeholder scan: Part 1 and Part 2 have complete code. Part 3 is intentionally diagnostic (its concrete change depends on the Part 1+2 visual outcome) — the conditional branches and the exact files/lines are specified, and the "no MinW→0" correction is concrete. This is honest given the gating, not a placeholder.
Type consistency: ApplyConvergenceSnap(Vector3, Vector3, Vector3, Vector3) → (Vector3, Vector3, bool) used identically in test and wiring. SnapEpsilon/RotCloseEpsilon consts referenced in helper + comment. CellBspPlaneEpsilon local to PointInsideCellBsp. CellBSPNode { Type=…, SplittingPlane=new Plane(Vector3,float), PosNode=… } matches SphereIntersectsCellBspTests. CameraDiagnostics statics saved/restored (they leak between tests) as the existing tests do.
Risk notes: Part 2 changes a Core primitive shared with physics — the FULL Core suite is the gate, and the change is bounded to a ±0.2 mm band (retail-exact). Part 1's integration test is float-ULP-sensitive; frame count (120) + displacement (~7 m) were chosen so the un-snapped step (~5e-5 m) is tens of ULP above zero — a real RED — while still below SnapEpsilon (snapped GREEN).