acdream/docs/research/2026-07-06-viewer-step-subdivision-pseudocode.md
Erik 3f34bca06f port #181: retail viewer step subdivision (calc_num_steps 0x0050a0b0) - radius-anchored steps + remainder final step + viewer-exempt small-offset abort
The user's retail axiom (camera rock steady pressed into walls) vs our measured wall-press wander (~0.5mm/frame limit cycle, headless pin Issue181WallPressEquilibriumTests) sent us back to the decomp. Ghidra (clean, vs the BN x87 mush): retail VIEWERS subdivide the sweep into EXACTLY radius-length steps anchored at the start (offsetPerStep = offset*r/len, numSteps = floor(len/r)+1) with the final step recomputed mid-loop as the exact remainder (find_transitional_position 0x0050bdf0), and the negligible-offset abort is NON-viewer-only. Ours used ceil equal-slices for everything and aborted viewers too. Ported faithfully (pseudocode docs/research/2026-07-06-viewer-step-subdivision-pseudocode.md); non-viewer stepping already matched (TRANSITIONAL_PERCENT_OF_RADIUS=1.0).

Measurement: the wall-press limit cycle is UNCHANGED by the port (537.8um avg; a bit-exact 12-frame cycle: ~130um/frame inward creep x11 then a 2.6mm snap). With adjust_to_plane + adjust_sphere_to_poly now also Ghidra-verified faithful, the residual mm cycle is likely retail-class plateau physics - invisible at retail's 60fps vsync, tear-interleaved into visible stripes at our ~1500fps unsynced. The decisive user test: VSync ON (Settings/F11). Fallback discriminator: cdb-trace retail's viewer at a wall press. Suites green (Core 2600 / App 733 / UI 425 / Net 385).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 22:30:37 +02:00

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CTransition::calc_num_steps + the viewer step loop — pseudocode (#181 equilibrium fix)

Source: Ghidra decompile (patchmem project, PDB-named) of calc_num_steps (0x0050a0b0) and find_transitional_position (0x0050bdf0), read 2026-07-06 after the user's retail axiom ("retail camera is rock steady" pressed into walls) contradicted acdream's measured wall-press wander (~0.5 mm/frame forever, headless pin Issue181WallPressEquilibriumTests). The BN pseudo-C of the same functions is x87 mush; Ghidra's is clean.

calc_num_steps — 0x0050a0b0

calc_num_steps(this, out offset, out offsetPerStep, out numSteps):
    if begin_pos == null: offset = 0; offsetPerStep = 0; numSteps = 1; return
    offset = get_offset(begin_pos, end_pos)
    r   = local_sphere.radius
    len = |offset|

    if object_info.state & 4:                   # VIEWER (bit 2 of the 0x5c camera flags)
        if len > F_EPSILON:                     # 2e-4
            offsetPerStep = offset * (r / len)  # EXACTLY radius-length steps, start-anchored
            numSteps = floor(len / r) + 1       # the end lands INSIDE the last step
        else:
            offsetPerStep = 0; numSteps = 0     # zero-length path → the no-step success path
        return

    # non-viewer: equal slices of ~radius (TRANSITIONAL_PERCENT_OF_RADIUS = 1.0, 0x007c6874)
    steps = len / (TRANSITIONAL_PERCENT_OF_RADIUS * r)
    if steps > 1:
        numSteps = ceil(steps); offsetPerStep = offset / numSteps
    elif offset == 0:
        offsetPerStep = 0; numSteps = 0
    else:
        offsetPerStep = offset; numSteps = 1    # short move → one whole step

The step loop's viewer handling — find_transitional_position 0x0050bdf0

for i in 0 .. numSteps-1:
    # VIEWER LAST-STEP REMAINDER: the final step covers exactly what's left,
    # so the swept path ends exactly at end_pos (no overshoot):
    if (state & 4) and i == numSteps-1 and len > F_EPSILON:
        offsetPerStep = offset * ((len - (numSteps-1)*r) / len)

    global_offset = adjust_offset(offsetPerStep)

    # The negligible-offset abort is NON-VIEWER-ONLY — a pressed camera keeps
    # stepping through sub-epsilon adjusted offsets:
    if (state & 4) == 0 and |global_offset|² < F_EPSILON²: break

    ... check_pos += global_offset; transitional_insert(3); validate ...
    if collision_normal_valid and (state & 8): break     # PathClipped first-hit stop

Why this stabilizes the wall-press equilibrium (#181)

acdream's pre-fix stepping for ALL movers was numSteps = ceil(len/r) equal slices. The camera's convergence loop (sought = lerp(viewer→desired) → sweep → viewer) perturbs len by mm every frame:

  • equal slices: every step boundary shifts with len, and at len near an exact multiple of r (the measured press pose: 1.5 m = 5 × 0.3 m) the step COUNT flaps ceil-wise, teleporting the colliding step's window ~5 cm — the clip's committed point jumps mm-scale, and the loop orbits a limit cycle instead of a fixed point (the measured ~0.5 mm/frame wander → the #181 flicker excitation);
  • retail viewer grid: the first floor(len/r) steps are constant radius-length increments anchored at the pivot — invariant under mm target drift — and only the remainder step breathes. The colliding step's window is stable, the clip result is stable, the loop reaches retail's fixed point ("rock steady").

Port sites: Transition.FindTransitionalPosition (TransitionTypes.cs) — the subdivision block + the per-step loop (last-step remainder + the abort gate). Non-viewer behavior unchanged (already matches).