acdream/memory/project_collision_port.md
Erik b16a149718 docs: session handoff + collision port mandate in memory
Session 2026-04-14 summary: rendering rebuild complete, movement
speed+jump+facing working, collision partially working but needs
full retail port.

Memory updated with explicit user feedback: no more patching
collision, must port from decompiled code faithfully per CLAUDE.md.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 15:48:21 +02:00

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# Collision System Port — Status and Plan
## Current State (2026-04-14)
The collision system has been patched multiple times but does NOT match
retail. The user has explicitly requested a **full faithful port** of
the retail collision system — no shortcuts, no simplifications.
## What Went Wrong
Instead of porting the decompiled code line-by-line (as CLAUDE.md
mandates), I wrote simplified approximations:
- Static overlap instead of swept-sphere FindTimeOfCollision
- Custom FindObjCollisions instead of porting Sphere.IntersectsSphere
- Custom BSP query instead of porting BSPTree.find_collisions dispatcher
- Ad-hoc push-out instead of proper SlideSphere crease-projection
- Incremental patches that don't address root architectural issues
Each patch fixed one symptom but introduced new edge cases. The result
is a patchwork that handles ~60-70% of cases but fails on the rest.
## What Must Happen Next
**Delete the existing collision code and start fresh.** Port from ACE's
complete C# implementation, cross-referencing the decompiled code for
ground truth. ACE has the ENTIRE system already in C#:
### Files to port from ACE (in order):
1. **Sphere.cs**`IntersectsSphere` (FUN_005387c0), `SlideSphere` (both variants), `StepSphereUp`, `StepSphereDown`, `LandOnSphere`, `CollideWithPoint`, `CollidesWithSphere`
2. **BSPTree.cs**`find_collisions` (6-path dispatcher)
3. **BSPNode.cs**`sphere_intersects_poly` (tree traversal with movement), `find_walkable`, `hits_walkable`, `sphere_intersects_solid`
4. **BSPLeaf.cs** — leaf-level polygon tests
5. **Polygon.cs**`pos_hits_sphere`, `adjust_sphere_to_plane`, `check_walkable`
6. **Transition.cs**`FindTransitionalPosition`, `TransitionalInsert`, `StepUp`, `StepDown`, `ValidateTransition`, `AdjustOffset`
7. **SpherePath.cs**`SetCheckPos`, `AddOffsetToCheckPos`, `CacheLocalSpaceSphere`, `SetCollide`, `SetWalkable`, `SetNegPolyHit`
8. **CollisionInfo.cs**`SetContactPlane`, `SetSlidingNormal`, `SetCollisionNormal`
9. **ObjectInfo.cs**`ValidateWalkable`
10. **LandCell.cs**`FindEnvCollisions` (outdoor terrain)
11. **EnvCell.cs**`FindEnvCollisions` (indoor BSP)
12. **ObjCell.cs**`FindObjCollisions`, `find_cell_list`
### ACE source locations:
- `references/ACE/Source/ACE.Server/Physics/Sphere.cs`
- `references/ACE/Source/ACE.Server/Physics/BSP/BSPTree.cs`
- `references/ACE/Source/ACE.Server/Physics/BSP/BSPNode.cs`
- `references/ACE/Source/ACE.Server/Physics/BSP/BSPLeaf.cs`
- `references/ACE/Source/ACE.Server/Physics/Polygon.cs`
- `references/ACE/Source/ACE.Server/Physics/Transition.cs`
- `references/ACE/Source/ACE.Server/Physics/SpherePath.cs`
- `references/ACE/Source/ACE.Server/Physics/Collision/CollisionInfo.cs`
- `references/ACE/Source/ACE.Server/Physics/Collision/ObjectInfo.cs`
### Decompiled ground truth:
- `docs/research/decompiled/chunk_00530000.c` — BSP, Polygon, Sphere collision
- `docs/research/decompiled/chunk_00500000.c` — PhysicsObj, transition callers
- `docs/research/acclient_function_map.md` — mapped functions
### Pseudocode (already written):
- `docs/research/transition_pseudocode.md` — full system documented
## What to Keep
- `CollisionPrimitives.cs` — 9 low-level functions already faithfully ported from decompiled code. These are CORRECT and match retail.
- `PhysicsDataCache.cs` — GfxObj/Setup/CellStruct physics data loading from dats. Correct.
- `ShadowObjectRegistry.cs` — cell-based spatial index. Correct concept, may need refinement.
- `TransitionTypes.cs` data structures — SpherePath, CollisionInfo, ObjectInfo, PhysicsGlobals. Mostly correct, may need field additions.
- `PhysicsBody.cs` — Euler integration. Correct.
- `MotionInterpreter.cs` — Motion state machine. Correct.
- `PlayerWeenie.cs` — Run/Jump formulas. Correct.
## What to Replace
- `BSPQuery.cs` — replace with faithful port of BSPTree/BSPNode/BSPLeaf
- `TransitionTypes.cs` Transition methods — replace FindTransitionalPosition, TransitionalInsert, FindEnvCollisions, FindObjCollisions, SlideSphere, AdjustOffset with faithful ports
- `PhysicsEngine.ResolveWithTransition` — may need restructuring
## Approach (MANDATORY — per CLAUDE.md)
For EVERY function:
1. **DECOMPILE FIRST.** Find the matching function in the decompiled
client (`docs/research/decompiled/`). Use the function map at
`docs/research/acclient_function_map.md`. If not mapped, search
by characteristic constants or struct offsets.
2. **CROSS-REFERENCE ACE.** Read ACE's C# port of the same function.
ACE provides naming and structure. Note any differences.
3. **WRITE PSEUDOCODE.** Translate the decompiled C into readable
pseudocode BEFORE porting to C#. Add to
`docs/research/collision_port_pseudocode.md`.
4. **PORT FAITHFULLY.** Translate pseudocode to C# line-by-line.
Same variable names, same control flow, same boundary conditions.
Do NOT "improve" or "simplify" the algorithm.
5. **VERIFY.** When ACE and the decompiled code disagree, the
decompiled code wins. Document the difference.
### Execution order:
1. Sphere collision (Sphere.cs) — FUN_005387c0 and sub-functions
2. BSP tree (BSPTree/Node/Leaf) — find_collisions dispatcher
3. Polygon tests (Polygon.cs) — pos_hits_sphere, adjust_sphere_to_plane
4. Transition orchestrator (Transition.cs) — FindTransitionalPosition
5. Cell collision (LandCell/EnvCell/ObjCell) — FindEnvCollisions, FindObjCollisions
6. Wire into PhysicsEngine.ResolveWithTransition
7. Test: terrain → indoor walls → objects → step-up → every object type