acdream/docs/research/2026-07-30-landing-bounce-family.md
Erik 2d611b2b01 fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit
Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.

Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
  CONTACT seeds the transition's contact only while v.contactPlane.N <=
  0.0002; moving away seeds the last-known plane alone (get_object_info
  0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
  glue) - the gate's reason-for-being is gone. The plane requirement is
  strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
  velocity-sign-FREE): contact purely from the transition's contact
  plane, HitGround on the airborne->walkable edge, HandleAllCollisions
  with unmodified impact velocity. Whole commit gated on Ok &&
  candidateMoved (retail pc:283657 skips SetPositionInternal entirely
  when the candidate did not move) - a standing body's contact state is
  never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
  state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
  all three correct.

Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).

Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 20:12:06 +02:00

10 KiB
Raw Blame History

The landing bounce family — retail bounce vs ground vs slide (investigation, report-only)

Date: 2026-07-30 · Status: IMPLEMENTED (same day — see §Implementation) Symptoms (user, live gate): (1) downhill jumps glide instead of bouncing; (2) flat-ground jumps at speed/height don't bounce; (3) uphill jumps get stuck in weird animations, flapping and gliding. Speed (#266) and roof slide (#265's freeze) are fixed and unaffected.

The retail mechanism (decomp, read end-to-end this session)

Three functions compose the whole behavior:

1. The floor-touch dual record (plane handler, 0x0050d100-0x0050d30c)

Touching a floor plane records two independent facts:

if (step_down || !(state & CONTACT) || is_valid_walkable(plane))
    set_contact_plane(plane)                 // grounding fact
if (!(state & CONTACT) && !step_down) {
    set_collision_normal(plane.N);           // collision fact
    collided_with_environment = 1;
}

A landing (not already in contact, not a step-down probe) is BOTH a contact AND an environment collision carrying the floor normal. Ordinary walking (already in contact / step-down glue probes) records only the contact — that is why walking never bounces. acdream's transition already ports this faithfully (TransitionTypes.cs:3410-3415!oi.Contact && !sp.StepDownSetCollisionNormal + CollidedWithEnvironment = true).

2. SetPositionInternal (0x00515330, read fully — VELOCITY-SIGN-FREE)

contact     = collision_info.contact_plane_valid          (no velocity test)
on_walkable = contact && contact_plane.N.z >= floor_z     (set_on_walkable → HitGround/LeaveGround)
handle_all_collisions(collision_info, prevContact, prevOnWalkable)   ← velocity UNMODIFIED

There is no Velocity.Z <= 0 landing gate and no velocity zeroing anywhere in retail's commit. Contact is a per-frame fact from the transition's contact plane; the bounce is the velocity reflect; they are independent and coexist — you can be "landed" this frame AND carry reflected +Z that lifts you off next frame. That IS the bounce chain. (Our Core PhysicsObjUpdate.CommitSetPositionTransition is already a faithful port of this function — used by teleport/remote placement, NOT by the local player's per-tick path.)

3. handle_all_collisions (0x00514780) + elasticity

For fsf≤1, should-reflect (NOT(was-walkable AND still-walkable) or the garbled state-flag override), valid collision normal, and v·n < 0:

v += -(v·n) · (elasticity + 1) · n        // pc:282712

DEFAULT_ELASTICITY = 0.05 (byte constant @0x007c6a7c; ctor writes at 0x005124d3/0x0051d537; set_elasticity clamps to [0, 0.1]). So every landing reverses 5% of the impact's normal component and keeps the full tangential component:

  • Flat ground at speed/height: v=(6,0,7) → v'=(6,0,+0.35) — forward carry plus a visible pop at speed. Symptom (2).
  • Downhill: reflect is off the SLOPE normal — each contact pops the body off-slope while tangential speed persists → contact/airborne chain = the characteristic downhill bounce. Symptom (1).
  • Uphill: the reflect kills the into-slope component at impact, contact stands, HitGround fires once, land animation plays. Symptom (3)'s clean retail counterpart.

Why acdream glides/flaps instead (the adaptation stack)

PlayerMovementController.cs:2032-2079 (the per-tick commit) replaces retail's SetPositionInternal with a hand-rolled block:

  1. AD-25 landing gate: if (resolveResult.IsOnGround && Velocity.Z <= 0) — needed because our resolver reports IsOnGround even during an UPWARD jump (it always step-downs). Retail has no such gate: an ascending mover simply finds no contact plane (it moves away from it; the touch test fails), so contact clears naturally.
  2. The bounce killer: if (Velocity.Z < 0) Velocity.Z = 0 on landing, whose comment says its purpose plainly: "makes handle_all_collisions' landing reflect a no-op — dot(v,n)=0." This retired the old "micro-bounce death spiral" — but that spiral was caused by our OWN gate (reflected +Z defeating the Velocity.Z<=0 landing test), not by the reflect being wrong. The workaround deleted retail's legitimate bounce.
  3. With the reflect suppressed, the new #265 residual-velocity fix correctly preserves landing momentum — which now SLIDES via calc_friction instead of bouncing. Hence "I glide but that's incorrect."
  4. Uphill flap: during the up-leg our resolver glues to the slope (IsOnGround true) while the gate refuses to ground (v.z > 0) → Contact/OnWalkable and HitGround/LeaveGround edges cycle against the animation state machine → "weird animations, flapping and gliding."

Hypotheses (ranked)

  1. H1 (root, high confidence — every link read this session): the AD-25 landing gate + Velocity.Z hand-zero must be REPLACED by retail's SetPositionInternal semantics, which requires first fixing the underlying resolver divergence: the transition must not produce a contact plane for a mover ascending away from the ground (retail's step-down/touch conditions do this naturally; ours "always step-downs"). With that fixed, route the per-tick commit through the already-ported CommitSetPositionTransition and delete the hand-rolled block — reflect, contact, HitGround/LeaveGround, and land animation then compose exactly as retail.
    • Falsify by: cdb trace on retail (bp SetPositionInternal + handle_all_collisions, dump v before/after while jumping downhill) — expect unmodified impact v entering, 5% normal reversal exiting.
  2. H2 (contributing detail): the garbled state & <mush> override in handle_all_collisions' gate (our port maps it to Sledding) and the 0x20000 Inelastic mapping need byte-decode confirmation before the rework — a wrong flag here changes when reflects fire while grounded.
  3. H3 (animation-side residual): if flap persists after H1, the MotionInterp land/fall transition (LandJump vs falling-hold) has its own gate to audit — deferred until H1 is in.

What we've ruled out

  • The transition's landing dual-record being missing — ours is faithful (TransitionTypes.cs:3410).
  • HandleAllCollisions' reflect math/elasticity — ported correctly (PhysicsObjUpdate.cs:198, elasticity 0.05 default present).
  • The #265 residual-velocity fix being wrong — it exposed the missing bounce; it didn't cause it.

Approve H1 for implementation: (a) byte-decode the two garbled flags (H2) first; (b) find + port retail's exact ascent/step-down gating in the transition (the one remaining unread mechanism); (c) cut the per-tick commit over to CommitSetPositionTransition; (d) re-run the roof/downhill/flat/ uphill matrix live. Optional pre-implementation confirmation: the H1 cdb trace against live retail.

What this is NOT

Not a missing-elasticity port and not a missing collision-record — both exist and are faithful; the bounce is suppressed by our own landing-commit adaptation (AD-25 family), whose reason-for-being is the resolver's ascent-glue divergence.

Implementation (2026-07-30, user-approved)

All three retail mechanisms are now live; the AD-25 adaptation stack is deleted:

  1. check_contact seeding (PhysicsEngine.ResolveWithTransition): a body in transient CONTACT seeds the transition's contact state ONLY while v · contactPlane.N <= ε (0.0002 = PhysicsGlobals.EPSILON, retail 0x0050f5b0); a failing body seeds the last-known plane alone (retail get_object_info's init_last_known_contact_plane branch). The plane requirement is strict — Contact-without-plane is unrepresentable in retail. Body-less callers keep the legacy isOnGround seed (test rigs).
  2. SetPositionInternal-shaped commit (PlayerMovementController): the Velocity.Z <= 0 landing gate and the landing Velocity.Z = 0 hand-zero are DELETED. Contact commits purely from resolveResult.InContact / OnWalkable, HitGround fires on the airborne→walkable edge, and HandleAllCollisions runs with the UNMODIFIED impact velocity — the 5% elasticity reflect is live. The whole commit is gated on resolveResult.Ok && candidateMoved (retail runs SetPositionInternal only when the transition succeeded AND the candidate moved — pc:283657; AD-41's row updated accordingly). Zero-move frames leave contact state untouched (this is what keeps a standing body stable: a zero-move resolve cannot re-derive a plane because no sweep runs).
  3. Byte decodes (this doc's H2): the handle_all_collisions gate override is state & 0x800000 = Sledding; the zero branch is state & 0x20000 = Inelastic; the reflect fires strictly on dot < 0 (test ah, 5; jp). Our port had all three correct already — no change.

Settle behavior: a real landing (|v| ≥ 0.25 m/s) bounces at 5% and the hop chain decays geometrically; sub-0.25 m/s impacts are consumed by retail's unconditional small-velocity zero (PhysicsBody.UpdatePhysicsInternal), so a standing body never micro-bounces. calc_acceleration turns gravity off for Contact+OnWalkable bodies, which is what makes rest bit-stable.

Test re-baselines (each documented in place): the landing-survival pin now measures decay after the hop chain settles; LiveCompare_Tick0/376 pin the new IsOnGround=false on their zero-move ticks (the captured true was the retired seed echo — tick 376's captured body even carries an 11.8 m/s grounded velocity from the deleted get_state_velocity-overwrite era); RemoteDeOverlapMechanismTests.GroundedBody now carries the plane a real grounded body always has (the big-creature 1.80 m expectation was calibrated against the unrepresentable flags-without-plane fixture; production settles at 1.58 m, unchanged before/after). New pins: LandingBounceSeedingTests (ascent no-seed, rest keeps-contact, strict plane, slope 5% reversal + tangential preservation, Sledding override).

Verification: complete Release suite 10,031 passed / 5 skips / 0 failures. Live gate (downhill bounce chain, flat-ground pop, uphill clean landing, roof slide intact, walking intact) pends the user's next session.