acdream/src/AcDream.Core/Physics
Erik b3ce505ca8 fix(phys): A6.P3 #98 — gate outdoor shadow radial sweep on indoor primary cell
The cellar-up cap was caused by ShadowObjectRegistry.GetNearbyObjects
running its outdoor 24m-grid radial query unconditionally — including
when the moving sphere's primary cell is indoor. The landblock-baked
cottage GfxObj 0x01000A2B (registered with cellScope=0u, i.e.
landblock-wide) was returned for a sphere inside the cellar EnvCell,
and its downward-facing cottage-floor poly at world Z=94 head-bumped
the sphere from below, capping ascent at foot Z=92.74.

Diagnosis this session via the live capture in
a6-issue98-resolve-capture-2.jsonl (92K records, 132 cap events all
with body on the ramp polygon) FALSIFIED the prior "stale ramp
contact plane" hypothesis: the contact plane is correctly the ramp's
plane because the sphere IS on the ramp at the cap. The cap is a
proximate consequence of the cottage GfxObj being queried at all from
an indoor primary cell.

Retail decomp anchor (acclient_2013_pseudo_c.txt):
  - 308751-308769: CObjCell::find_cell_list branches on the moving
    object's m_position.objcell_id — INDOOR adds only that cell +
    portal-visible neighbors via CELLARRAY::add_cell; OUTDOOR adds
    all overlapping outdoor cells via CLandCell::add_all_outside_cells.
    Object-position-driven, not sphere-radius-driven.
  - 309560: CEnvCell::find_collisions calls find_env_collisions
    (own cell BSP only) THEN CObjCell::find_obj_collisions on `this`.
  - 308916: CObjCell::find_obj_collisions iterates this->shadow_object_list
    — strictly per-cell, never landblock-wide.

Combined: a landblock-baked static like the cottage building is added
to outdoor cells' shadow_object_list only (its m_position resolves to
an outdoor cell). An indoor EnvCell's shadow_object_list never
contains the cottage. CEnvCell::find_collisions therefore never tests
the sphere against the cottage. Retail-faithful behavior.

Falsification spike (this session): scoping the cottage to a single
distant outdoor cell instead of landblock-wide caused the harness
LiveCompare_FirstCap test to stop reproducing the cn=(0,0,-1) cap,
confirming the cap is caused by the radial sweep returning the
cottage to an indoor primary.

The fix:
  - Add optional `primaryCellId` parameter to
    ShadowObjectRegistry.GetNearbyObjects. When indoor (>= 0x0100),
    skip the outdoor radial sweep entirely after the indoorCellIds
    branch runs. Default 0u preserves prior behavior for
    cell-unaware callers (existing tests pass unchanged).
  - Transition.FindObjCollisions passes sp.CheckCellId.
  - Harness LiveCompare_FirstCap_* flipped to documents-the-fix form
    (asserts the downward-facing cottage-floor cap does NOT fire).
    Deletes the residual-X-motion test that documented a post-cap
    edge-slide — irrelevant once the cap is gone.

This same gate should close the other "Finding 3 family" indoor/outdoor
collision bugs (#97 phantom collisions, indoor sling-out). Visual
verification by the user is the remaining acceptance check before
closing #98.

Verification:
  - 11/11 CellarUpTrajectoryReplayTests pass in isolation
  - 55 ShadowObjectRegistry + TransitionTypes + PhysicsEngine
    + CellPhysics + CellTransit tests pass
  - 8 pre-existing static-state-leakage failures in serial physics
    suite are unchanged (verified by stash + retest on baseline)
  - dotnet build clean, 0 warnings

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 06:49:46 +02:00
..
AnimationCommandRouter.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencer.cs fix(animation): close #61 + smooth stop from backward/sidestep-left/turn-left 2026-05-18 15:16:20 +02:00
BSPQuery.cs Revert "fix(phys): A6.P3 #98 — gate ContactPlane assignment by Normal.Z (Shape 1)" 2026-05-23 16:54:19 +02:00
BuildingPhysics.cs refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit 2026-05-19 18:01:44 +02:00
CellDump.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellSurface.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CellTransit.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
CollisionExemption.cs fix(phys L.2g slice 1b): widen CollisionExemption to ETHEREAL alone 2026-05-13 18:27:06 +02:00
CollisionPrimitives.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
EntityCollisionFlags.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
GfxObjDump.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
InterpolationManager.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
MotionCommandResolver.cs feat(anim): Phase L.1c select combat maneuvers 2026-04-28 11:44:17 +02:00
MotionInterpreter.cs fix(motion): retail-faithful remote tick — clear body.Velocity, drive via seqVel 2026-05-03 16:23:57 +02:00
PhysicsBody.cs docs(physics): L.3c attempt — friction threshold investigation, deferred 2026-04-30 09:46:42 +02:00
PhysicsDataCache.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
PhysicsDiagnostics.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
PhysicsEngine.cs test(phys): A6.P3 #98 — live ResolveWithTransition capture apparatus 2026-05-23 19:41:11 +02:00
PhysicsResolveCapture.cs test(phys): A6.P3 #98 — live ResolveWithTransition capture apparatus 2026-05-23 19:41:11 +02:00
PlayerWeenie.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalInfo.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlane.cs fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test 2026-04-12 19:08:46 +02:00
PositionManager.cs fix(motion): project anim root motion onto terrain plane (slope staircase) 2026-05-05 21:37:42 +02:00
RemoteMoveToDriver.cs fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
ResolveResult.cs feat(physics): L.3a — wall-bounce velocity reflection on airborne hits 2026-04-30 09:41:04 +02:00
ServerControlledLocomotion.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistry.cs fix(phys): A6.P3 #98 — gate outdoor shadow radial sweep on indoor primary cell 2026-05-24 06:49:46 +02:00
TerrainSurface.cs fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
TransitionTypes.cs fix(phys): A6.P3 #98 — gate outdoor shadow radial sweep on indoor primary cell 2026-05-24 06:49:46 +02:00
WalkMissDiagnostic.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00