Brainstormed spec for the next indoor follow-up phase: surfacing root causes for ISSUES.md #84 (blocked by air) + #85 (pass through walls outside→in) + #86 (click selection penetrates walls). Diagnostic-first single capture pass; one [indoor-bsp] probe in FindEnvCollisions, then surgical fixes (one commit per issue). Mirrors the indoor cell rendering Phase 1+2 pattern that landed earlier today. #86's root cause is already pinned by code reading (WorldPicker has no cell-BSP test) — its fix is structural and doesn't need capture data. #78 (outdoor stabs through floor) is in the same handoff cluster but defers to a separate phase — different code path (render visibility). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
20 KiB
Indoor Walking Phase 1 — BSP cluster (#84 / #85 / #86)
Status: Brainstormed 2026-05-19. Awaiting user spec review before plan. Scope: Diagnostic-first investigation pass across the three "indoor walking is broken" bugs that share a cell-BSP / picker root-cause cluster. Surface evidence with a single probe + one capture session, then ship surgical fixes (one commit per issue). Predecessors:
- Indoor cell rendering Phase 1 (
docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md) — the five[indoor-*]render-side probes. - Indoor cell rendering Phase 2 (
docs/superpowers/specs/2026-05-19-phase2-indoor-cell-rendering-fix-design.md) — silent-failure surfacing + WB Setup-prefix guard. Made floors render. - Handoff:
docs/research/2026-05-19-indoor-followup-handoff.md.
The indoor cell rendering Phase 1+2 pair made floors render. The moment floors rendered, nine pre-existing indoor bugs (docs/ISSUES.md #78-#86) became user-observable. This phase tackles the BSP cluster subset: #84, #85, #86.
#78 (outdoor stabs visible through floor) is in the same handoff cluster but a fundamentally different code path (render-side visibility / stencil), so it's deferred to a separate phase. #79-#83 (lighting / terrain / stairs) are in different clusters.
1. What we know from the code
Pre-investigation reads (2026-05-19) of the three issue surfaces:
#84 (blocked by air indoors) — cell BSP IS consulted
The handoff hypothesized "cell BSP isn't being used". Code reading says otherwise:
- Cell BSP IS cached.
PhysicsDataCache.CacheCellStruct(src/AcDream.Core/Physics/PhysicsDataCache.cs:131) storesBSP,PhysicsPolygons,Vertices,WorldTransform,InverseWorldTransform, and pre-resolved polygons (planes computed at cache time). - Cell BSP IS consulted in collision.
Transition.FindEnvCollisions(src/AcDream.Core/Physics/TransitionTypes.cs:1188-1241) has an explicit indoor branch gated oncellLow >= 0x0100that:- Looks up
cellPhysicsviaengine.DataCache.GetCellStruct(sp.CheckCellId), - Transforms the player's sphere to cell-local space via
InverseWorldTransform, - Calls
BSPQuery.FindCollisionswith the cell's pre-resolved polys, - Returns
cellStateif!= OK.
- Looks up
So #84's root cause is not "wiring missing". It's one of: (a) extra physics-only polys with no visible counterpart, (b) +0.02f Z-bump misalignment between cellTransform (applied to physics) and player Z (computed from terrain), (c) BSPQuery returning false positives at certain poly side-types, (d) cellTransform quaternion error on rotated cells. Capture data will pin which.
#85 (pass through walls outside→in) — likely asymmetric path
Walking outside-in keeps CheckCellId as the outdoor land cell (low byte 0x00xx-0x00FF), so the indoor cell-BSP branch at TransitionTypes.cs:1192 is gated out by design (cellLow >= 0x0100 is false). The only collision tested on the outside-in approach is:
- Terrain (always tested),
- Outdoor stab BSPs (
PhysicsDataCache.GetGfxObjforLandBlockInfo.Objects) — building stab is hit viaFindObjCollisions.
L.2d slice 1+1.5 ported CBuildingObj collision (per CLAUDE.md), so the outer building shell SHOULD be hit. If #85 reproduces, hypotheses:
- The outdoor stab BSP for the Inn covers floor+roof but is missing wall polys (authoring shape — retail's interior cells own the walls, outdoor shell is a partial envelope).
- The outdoor stab BSP has wall polys but with one-sided normals; outside approach hits the back face which BSP treats as "behind plane" → no collision (
feedback_no_patching_collisionmemory's faithful-port rule means we'd need to follow retail's handling). - The L.2g dynamic-physics-state flag work doesn't include outdoor building shells in the collision sweep for the player's CheckCellId.
- Retail's actual behavior may be that outside-in BSP probing queries the EnvCell's BSP across the cell boundary — retail's
CCellStructure::find_env_collisionsmay walk neighbor-cell BSPs.
#86 (click selection penetrates walls) — root cause definitively pinned by code reading
WorldPicker.Pick (src/AcDream.Core/Selection/WorldPicker.cs:88-160, and the screen-rect overload at line 202) is pure ray-sphere against entity AABBs. There is no cell BSP test, no scenery BSP test, no terrain test. Any entity along the ray within maxDistance is a candidate; nothing occludes.
No probe needed for #86. Fix is structural: add a cell-BSP ray-poly occlusion test that runs once per Pick call and culls entities whose ray-distance exceeds the nearest wall hit.
2. The three issues
| # | Title | Code path | Fix shape |
|---|---|---|---|
| #84 | Blocked by air indoors | Transition.FindEnvCollisions cell branch |
TBD — pinned by probe capture |
| #85 | Pass through walls outside→in | FindObjCollisions outdoor-stab path or cross-cell BSP probing |
TBD — pinned by probe capture |
| #86 | Click selection penetrates walls | WorldPicker.Pick (both overloads) |
Add cell-BSP ray-poly occlusion test |
3. Architecture
[indoor-bsp] probe
↓
┌───────────────────┴────────────────────┐
▼ ▼
Movement path Picker path
(FindEnvCollisions cell branch) (WorldPicker.Pick)
│ │
├─→ #84: blocked by air └─→ #86: click through walls
└─→ #85: pass through walls (cause already pinned by code reading)
(cause TBD — needs capture)
The probe spans only the movement path. #86's diagnosis is already known; its fix is independent of the capture and can land in parallel.
4. Components
Component 1 — PhysicsDiagnostics.IndoorBspEnabled
New static toggle on AcDream.Core.Physics.PhysicsDiagnostics. Mirrors the existing ResolveProbeEnabled / CellProbeEnabled pattern:
- Backed by
ACDREAM_PROBE_INDOOR_BSPenv var read once at startup. - Mutable at runtime via the DebugPanel checkbox.
- Zero-cost when off — checked before any string formatting.
Also extends PhysicsDiagnostics.IndoorAllEnabled cascading the way Phase 1 cascaded the render-side ACDREAM_PROBE_INDOOR_ALL.
Component 2 — [indoor-bsp] log site
One Console.WriteLine block in Transition.FindEnvCollisions (TransitionTypes.cs:1222), wrapping the existing BSPQuery.FindCollisions call. Captured fields per call:
| Field | Source | Why |
|---|---|---|
cellId |
sp.CheckCellId |
Which cell's BSP was queried (hex, full 32-bit) |
localPos |
localCenter |
Sphere foot center in cell-local space (3 floats) |
localPrevPos |
localCurrCenter |
Sphere previous-frame foot center in cell-local space |
worldPos |
footCenter |
Sphere foot center in world space (for cross-ref with user-reported spot) |
result |
cellState |
TransitionState enum (OK / Collided / etc.) |
polyId |
ci.LastHitCellPolyId (NEW field if needed) |
Which cell poly was hit, if any |
polyNormal |
cellPhysics.Resolved[polyId].Plane.Normal |
Local-space normal (3 floats) — diagnoses one-sided / orientation bugs |
sidesType |
cellPhysics.Resolved[polyId].SidesType |
Front / Back / Both — diagnoses #85 candidate |
walkable |
ci.LastKnownContactPlaneValid |
Walkable surface tracking state |
Log line format (one line, pipe-separated, machine-greppable):
[indoor-bsp] cell=0xA9B40100 wpos=(82.45,71.23,1.04) lpos=(0.45,2.10,1.02) result=Collided poly=0x0042 n=(0.00,1.00,0.00) sides=Front walkable=true
If BSPQuery.FindCollisions doesn't already expose the hit poly id, the log fields shrink to what's available without expanding the BSPQuery API. A separate small change to surface lastHitPolyId from BSPQuery would be in-scope for this phase if needed.
Component 3 — DebugPanel checkbox
Adds a checkbox row in the DebugPanel's Diagnostics section (already hosts the L.2a Resolve and Cell-transit toggles, plus the Phase 1 Indoor walk/cull/upload/lookup/xform toggles). Surface area: ~3 lines. No new file.
Component 4 — WorldPicker cell-BSP occluder
Two implementation options:
Option C1 — Inline in WorldPicker.Pick. Add a cellOccluder callback parameter Func<Vector3, Vector3, float>? that returns the nearest wall-hit t along the ray (or float.PositiveInfinity if no hit). Inside Pick, after computing the entity hit t, gate by entityHit < cellOccluder(origin, direction).
Option C2 — Separate CellBspRayOccluder static class. New file src/AcDream.Core/Selection/CellBspRayOccluder.cs. Function NearestWallT(Vector3 origin, Vector3 direction, IEnumerable<CellPhysics> loadedCells) — Möller-Trumbore ray-triangle against each cell's resolved polys, returns nearest t. WorldPicker calls it once per Pick invocation.
Recommend C2. Reasons: testable in isolation (synthetic cell + ray); two WorldPicker.Pick overloads share one implementation; future picker improvements (entity body refine, scenery BSP refine) get a parallel structure to copy.
The caller (GameWindow Use/Select handlers) must supply the loaded CellPhysics set. PhysicsDataCache already has GetCellStruct(id) so the caller iterates currently-loaded LoadedCell ids from CellVisibility._cellLookup (Holtburg radius 4 keeps maybe 80 cells loaded — fast Möller-Trumbore).
Component 5 — Fix patches (TBD)
Concrete commits drafted only after capture data lands. Candidates by issue:
#84:
- Remove
+0.02fZ bump from the physics-sidecellTransformwhile keeping it for render'scellMeshRef(separate transforms). Or apply the bump symmetrically (also bump player Z by+0.02fwhen entering an indoor cell). - Filter out physics-only polys with no visible counterpart, IF capture data shows phantom polys are the issue.
- Patch
BSPQuery.FindCollisionsside-type handling, IF capture data shows specific side-types misbehaving.
#85:
- Port retail's outside-in BSP cross-cell probing — query an EnvCell's BSP from an outdoor cell when the sphere overlaps the EnvCell's world AABB. Reference: PDB-named
CCellStructure::find_env_collisionsand neighbors. - OR ensure outdoor building-shell stab BSPs include wall polys with two-sided handling.
- Path picked from capture evidence + decomp grep.
5. Data flow
Capture session
User runs the canonical Holtburg launch (ACDREAM_LIVE=1, +Acdream char) with ACDREAM_PROBE_INDOOR_BSP=1 + ACDREAM_PROBE_RESOLVE=1 (latter already shipped from L.2a). Three scripted scenarios:
- Inside Inn walkaround (~30 s) — walk slowly around the common room, attempt to reproduce #84. Note world-position when an invisible block happens.
- Outside-in approach (~30 s) — stand 5+ m west of the Inn, sprint at the west wall. Reproduce #85.
- Inside-out sanity (~30 s) — stand inside, walk into east wall from interior. This SHOULD block (per issue text); confirms inside-out path works.
Total launch: one. Captures all three.
Offline analysis
grep "\[indoor-bsp\]" launch.log | head -200 # see what fired during scenario 1
grep "\[resolve\]" launch.log | grep "obj=0x" # see which objects were hit during scenario 2
grep "\[cell-transit\]" launch.log # confirm cell ids during transitions
Diagnosis per issue:
- #84: in scenario-1 lines, find
result=Collidedevents where world-pos is in open space (no visible wall). Cross-refpolyIdwith the cell'scellStruct.PhysicsPolygonsto identify what the offending poly is. Compare its local-Z with player's local-Z to test the Z-bump hypothesis. - #85: in scenario-2 lines, expect zero
[indoor-bsp]events (gated out). Check[resolve]lines for the moment the player crosses the wall plane — didFindObjCollisionsfire for any building stab? If yes, what poly? If no, the outdoor stab path is missing wall geometry → fix shape is the cross-cell BSP probing. - #86: no capture needed. Code reading already pinned the cause; fix is structural.
Fix application
Per CLAUDE.md "no workarounds" rule:
- The probe data must point at one specific code site before any fix lands.
- Each fix commit cites the evidence in its message ("
[indoor-bsp] cell=0x... wpos=... poly=... n=...— the poly at local-Z=0.0 is the floor poly; player local-Z=-0.02 from the +0.02f bump puts foot below floor → spurious floor-up push at cell boundary"). - No try/catch swallow, no early-return guard at the symptom site.
6. Commit shape
1. feat(physics): Cluster A — indoor BSP collision probe
- PhysicsDiagnostics.IndoorBspEnabled toggle + env var + DebugPanel checkbox
- [indoor-bsp] log site in TransitionTypes.FindEnvCollisions cell branch
- (if needed) BSPQuery.LastHitPolyId surfacing
[CAPTURE SESSION — user-driven, no commit]
2. fix(physics): Cluster A #84 — <root cause from probe>
- One surgical change to TransitionTypes / GameWindow / BSPQuery
- Commit message cites probe evidence line
- Closes ISSUES.md #84
3. fix(physics): Cluster A #85 — <root cause from probe + decomp>
- One surgical change to TransitionTypes or PhysicsDataCache
- Commit message cites probe evidence + retail decomp anchor
- Closes ISSUES.md #85
4. fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker
- New CellBspRayOccluder static class (Option C2)
- WorldPicker.Pick (both overloads) consults occluder before returning hit
- Unit test covering synthetic wall-between-camera-and-entity case
- Closes ISSUES.md #86
5. docs(roadmap+issues): Cluster A shipped — close #84/#85/#86, update roadmap
- ISSUES.md moves three issues to Recently closed
- docs/plans/2026-04-11-roadmap.md shipped table updated
- CLAUDE.md "Currently in Phase L.2..." line advanced if appropriate
Visual verification gate sits between commits 4 and 5. User confirms each acceptance criterion in the live client before closing.
7. Files touched
Definite:
src/AcDream.Core/Physics/PhysicsDiagnostics.cs— newIndoorBspEnabledtoggle.src/AcDream.Core/Physics/TransitionTypes.cs—[indoor-bsp]log site at the cell branch.src/AcDream.App/UI/Panels/DebugPanel.cs(or wherever the diagnostics checkboxes live) — UI toggle.src/AcDream.Core/Selection/WorldPicker.cs— call the new occluder.src/AcDream.Core/Selection/CellBspRayOccluder.cs— new file.src/AcDream.App/Rendering/GameWindow.cs— wireLoadedCellset /CellPhysicsenumeration into the Use/Select handlers' picker calls.tests/AcDream.Core.Tests/Selection/WorldPickerCellOcclusionTests.cs— new unit test for #86 fix.docs/ISSUES.md— close #84/#85/#86.docs/plans/2026-04-11-roadmap.md— shipped table entry.
TBD (depends on capture):
src/AcDream.App/Rendering/GameWindow.cs:5362(+0.02f Z bump site).src/AcDream.Core/Physics/BSPQuery.cs.src/AcDream.Core/Physics/PhysicsDataCache.cs.
8. Error handling
- Probe always behind
PhysicsDiagnostics.IndoorBspEnabled. Zero-cost when off. - Probe writes to
Console.WriteLine, captured by the launch.logTee-Objectpipe (matches existing probe convention). CellBspRayOccluderreturnsfloat.PositiveInfinitywhen no cells are loaded (outdoor camera). Picker behaves exactly as today in that case.- No try/catch around fix sites. If a fix doesn't behave, the user reports the residual symptom and the probe re-fires to identify the new cause.
9. Testing
Unit tests
WorldPickerCellOcclusionTests(new): syntheticCellPhysicswith one wall poly between origin and an entity at 5 m.Pickreturns null. Remove the wall —Pickreturns the entity. Verifies the occluder is wired and triangulates correctly.CellBspRayOccluderTests(new): direct unit tests for the Möller-Trumbore intersection — ray hits poly front, back, edge, miss, parallel-to-poly. Standard ray-triangle coverage.- Existing tests:
dotnet testgreen.WorldPickerTests+WorldPickerRectOverloadTests+ allBSPQuerytests must remain green.
Visual verification (user-driven)
Three checks, one per issue:
- #84 acceptance — User walks the common-room loop in Holtburg Inn. No invisible blocks. Probe shows no
TransitionState != OKevents at positions away from visible walls/furniture. - #85 acceptance — User stands 5+ m west of the Inn, runs at the west wall. Player blocks at the wall plane (within ~0.05 m of the visible wall surface). User cannot enter the building except via a door portal.
- #86 acceptance — Mouse over a wall pixel from outside the Inn → cursor shows no selection. Mouse over an NPC through an open door portal → cursor shows the NPC selection ring (selection still works through real apertures).
10. Acceptance criteria
- All three issues meet their respective acceptance gates above (visual confirmation by user).
dotnet buildgreen.dotnet testgreen (new tests + all existing).- Roadmap "shipped" table updated.
docs/ISSUES.md#84/#85/#86 moved to "Recently closed" with commit SHAs.- A short post-phase handoff doc (
docs/research/<ship-date>-indoor-walking-phase1-shipped-handoff.md) records the probe evidence + the three root causes, parallel to the existing Phase 1+2 docs.
11. Phase name + roadmap placement
Proposed name: "Indoor walking Phase 1 — BSP cluster (#84/#85/#86)".
Reasons:
- Continues the "Indoor X Phase N" naming established by Phase 1 (probes) + Phase 2 (rendering fix).
- Distinguishes from indoor RENDERING work (which is done) — the focus has shifted to indoor WALKING.
- "Phase 1" implies more phases follow (Phase 2 likely = #78 outdoor-stab visibility cluster).
Roadmap placement: Add to docs/plans/2026-04-11-roadmap.md ahead-table as the next item in the indoor track. Insert after the Indoor cell rendering Phase 2 entry. Cross-link to ISSUES.md #84/#85/#86.
Milestone: This is parallel to the M2 critical path (which is F.2 / F.3 / F.5a / L.1c / L.1b). M1 already landed and is frozen. Indoor walking work is a quality-of-life parallel track — the user's recent commits put it ahead of M2 work because the rendering Phase 2 ship made it actionable.
12. Out of scope
- #78 — outdoor stabs/buildings visible through rendered floor. Different code path (visibility / stencil). Filed for Indoor walking Phase 2.
- #79-#82 — lighting / terrain shading. Cluster B in the handoff. Separate phase.
- #83 — walking up stairs broken. Standalone issue. May share code with this phase if the cell BSP fix touches step-up; address opportunistically only if so.
- Refactoring
WorldPickerbeyond adding the occluder. The existing two-overload structure stays. - Stage B picker refine (Möller-Trumbore against entity body polygons) — Issue #71, deferred per existing roadmap.
13. Risks
- Capture is inconclusive. If the probe fires zero unexpected events during scenario 1 (i.e., #84 cannot be reproduced live during the capture), we extend the probe to also log
BSPQueryinternals or capture a longer session. Probably one more launch. - #85 fix requires significant retail-decomp port. Cross-cell BSP probing (querying an EnvCell's BSP from an outdoor cell) is not in the current code. The retail decomp at
named-retail/acclient_2013_pseudo_c.txthasCCellStructure::find_env_collisionsand neighbors that handle this. If the port is non-trivial (more than ~100 lines), promote #85 to its own dedicated phase rather than including it here. Decision point: after the capture, before commit 3. CellBspRayOccluderperformance. Möller-Trumbore against ~80 cells × ~50 polys each = ~4K triangle tests perPickcall. Picker fires once per click — acceptable. If we ever move to hover-pick (every frame), this needs an acceleration structure; not in scope here.- Probe gets noisy. If
FindEnvCollisionsfires at 30 Hz × N cells, the log can grow fast. Add a per-call rate limit only if the capture log is unreadable; default to unlimited (Phase 1+2 didn't need limiting).