Single-call-site defect in TransitionTypes.cs:1442 — the indoor cell BSP query invokes BSPQuery.FindCollisions without passing the cell's world rotation or world origin. Path 3 step-down + Path 4 land write ContactPlanes with D ≈ 0 instead of the cell's world floor Z. 320 corrupt CP writes per Holtburg session per the [cp-write] probe capture 2026-05-20. Fix: decompose cellPhysics.WorldTransform once, pass rotation + translation. Mirrors the existing correct pattern at :1808 (object BSP via FindObjCollisions). This is slice 1 of 2 for the indoor ContactPlane retention phase. Slice 2 (Bug A — TryFindIndoorWalkablePlane removal) deferred pending Bug B retest. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
379 lines
16 KiB
Markdown
379 lines
16 KiB
Markdown
# Indoor BSP world-origin / world-rotation fix (Bug B)
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**Date:** 2026-05-20
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**Status:** Spec — awaiting user review before plan-writing.
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**Phase:** Indoor walking, ContactPlane retention investigation, slice 1 of 2.
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**Author:** Claude Opus 4.7 (session sad-aryabhata-2d2479).
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## Summary
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The indoor cell BSP collision call at `TransitionTypes.cs:1442` invokes
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`BSPQuery.FindCollisions` without passing the cell's world rotation or
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world origin. The parameters default to `Quaternion.Identity` and
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`Vector3.Zero`. Inside `BSPQuery`, the per-poly world-space plane built
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by `TransformVertices` + `BuildWorldPlane` for `StepSphereDown` (Path 3)
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and Path 4 land-on-surface uses those defaults, so for any rotated or
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translated indoor cell the produced plane is in cell-local space, not
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world space. The resulting `ContactPlane` is written with the cell's
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local floor-Z as its `D` component (often ≈ 0) instead of the world
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floor-Z (e.g. -94.02 for Holtburg cottages). The bug fires every
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step-down inside an indoor cell during movement.
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Fix: decompose `cellPhysics.WorldTransform` once, pass the rotation as
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`localToWorld` and the translation as `worldOrigin` to
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`BSPQuery.FindCollisions`. Mirrors the existing correct pattern at
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`TransitionTypes.cs:1808` for object BSP queries.
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## Problem
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### Evidence
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Session capture 2026-05-20, `launch-cp-probe.log` (51k lines, 39k
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`[cp-write]` entries), Holtburg-area walking scenarios. Caller
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distribution of `[cp-write]` lines:
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```
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37470 caller=PhysicsEngine.ResolveWithTransition:583 ← per-tick seed
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456 caller=BSPQuery.FindCollisions:1615 ← Path 4 land
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320 caller=BSPQuery.StepSphereDown:1123 ← Path 3 step-down
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251 caller=Transition.FindTransitionalPosition:663 ← sub-step reset
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224 caller=Transition.ValidateWalkable:1629 ← outdoor / synth
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146 caller=Transition.ValidateWalkable:1606
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76 caller=Transition.TransitionalInsert:853
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76 caller=Transition.TransitionalInsert:815
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```
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Smoking-gun excerpt from an indoor walking sequence:
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```
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... ContactPlane: n=(0,0,1) D=-94.020 ← correct floor (from prior tick)
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[indoor-bsp] cell=0xA9B40150 wpos=(132.628,16.893,94.500) result=OK
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[indoor-walkable] cell=0xA9B40150 wpos=(132.628,16.893,94.500) result=MISS
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[cp-write] ContactPlaneValid: True -> False caller=Transition.FindTransitionalPosition:663
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[indoor-bsp] cell=0xA9B40150 wpos=(132.628,16.893,94.500) result=OK
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[indoor-walkable] cell=0xA9B40150 wpos=(132.628,16.893,94.500) result=MISS
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[cp-write] ContactPlaneValid: False -> True caller=BSPQuery.StepSphereDown:1123
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[cp-write] ContactPlane: n=(0,0,1) D=-94.020 -> n=(0,0,1) D=-0.000 caller=BSPQuery.StepSphereDown:1123
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[cp-write] LastKnownContactPlane: n=(0,0,1) D=-94.020 -> n=(0,0,1) D=-0.000 caller=BSPQuery.StepSphereDown:1123
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[indoor-bsp] cell=0xA9B40150 wpos=(132.628,16.893,93.750) result=Adjusted poly=n/a
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```
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Before the step-down, `ContactPlane.D = -94.020` (the Holtburg cottage
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floor at world Z = 94.02). After `StepSphereDown:1123` writes,
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`ContactPlane.D = -0.000` (the world Z=0 plane). The plane's `Normal` is
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unchanged at `(0, 0, 1)` because the cell rotation is identity-ish along
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its Z axis for this particular cell — but the `D` component
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(`-Dot(Normal, worldVertices[0])`) is wrong by the cell's full world-Z
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offset.
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The corrupted plane writes back to `body.ContactPlane` via
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`PhysicsEngine.ResolveWithTransition:625`. The next tick's seed at
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`PhysicsEngine.ResolveWithTransition:583` propagates the corruption:
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```
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[cp-write] ContactPlane: 0.000 -> n=(0,0,1) D=-0.000 caller=PhysicsEngine.ResolveWithTransition:583
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```
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320 corrupt step-down writes per session.
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### Why this hadn't surfaced before
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The Phase 2 indoor-walkable synthesis (`TryFindIndoorWalkablePlane`,
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shipped 2026-05-19) applies `cellPhysics.WorldTransform` manually after
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the BSP returns (TransitionTypes.cs:1260-1268). So the 6 HIT cases out
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of 616 indoor BSP OK results wrote a *correct* plane via the synthesis
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path; the 610 MISS cases fell through to outdoor terrain (also writes
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a "correct" but wrong-Z plane). The 320 BSP-internal `StepSphereDown`
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writes are independent of the synthesis path — they fire from inside
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`BSPQuery.FindCollisions` during Path 3 step-down, where the
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caller-supplied `localToWorld` + `worldOrigin` are used directly to
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build the plane. That code path was never inspected during the
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Phase-2 work.
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## Root cause
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`BSPQuery.FindCollisions` signature (BSPQuery.cs:1505-1516):
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```csharp
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public static TransitionState FindCollisions(
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PhysicsBSPNode? root,
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Dictionary<ushort, ResolvedPolygon> resolved,
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Transition transition,
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DatReaderWriter.Types.Sphere localSphere,
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DatReaderWriter.Types.Sphere? localSphere1,
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Vector3 localCurrCenter,
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Vector3 localSpaceZ,
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float scale,
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Quaternion localToWorld = default,
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PhysicsEngine? engine = null,
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Vector3 worldOrigin = default)
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```
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`localToWorld` defaults to `Quaternion.Identity` (treated by the body
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at line 1520) and `worldOrigin` defaults to `Vector3.Zero`. Both are
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used inside the BSP traversal to convert local-space hit polygons into
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world-space planes:
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```csharp
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// BSPQuery.cs:1120-1123 (StepSphereDown, Path 3)
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var worldNormal = TransformNormal(polyHit.Plane.Normal, localToWorld);
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var worldVertices = TransformVertices(polyHit.Vertices, localToWorld, scale, worldOrigin);
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var worldPlane = BuildWorldPlane(worldNormal, worldVertices);
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collisions.SetContactPlane(worldPlane, path.CheckCellId, false);
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```
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```csharp
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// BSPQuery.cs:439-449 (TransformVertices)
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private static Vector3[] TransformVertices(
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ReadOnlySpan<Vector3> vertices,
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Quaternion localToWorld,
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float scale,
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Vector3 worldOrigin)
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{
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var result = new Vector3[vertices.Length];
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for (int i = 0; i < vertices.Length; i++)
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result[i] = Vector3.Transform(vertices[i] * scale, localToWorld) + worldOrigin;
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return result;
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}
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```
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```csharp
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// BSPQuery.cs:451-456 (BuildWorldPlane)
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private static Plane BuildWorldPlane(Vector3 worldNormal, ReadOnlySpan<Vector3> worldVertices)
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{
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float d = worldVertices.Length > 0
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? -Vector3.Dot(worldNormal, worldVertices[0])
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: 0f;
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return new Plane(worldNormal, d);
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}
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```
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With `localToWorld = Identity` and `worldOrigin = Zero`, `worldVertices[i] == localVertices[i]`. For a cell-local floor poly at local Z ≈ 0, `worldPlane.D ≈ 0` instead of the cell's actual world floor Z.
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## Indoor BSP call sites
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Grep for `BSPQuery.FindCollisions\s*\(` in `src/AcDream.Core/Physics/`
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returns two callers:
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| Line | Call site | localToWorld | worldOrigin |
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|---|---|---|---|
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| `TransitionTypes.cs:1442` | Indoor cell BSP | `Quaternion.Identity` | (not passed → `Vector3.Zero`) |
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| `TransitionTypes.cs:1808` | Object BSP (`FindObjCollisions`) | `obj.Rotation` | `obj.Position` |
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Only `:1442` is broken. `:1808` correctly passes the object's
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rotation + position because objects always have non-trivial world
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transforms.
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## Fix
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Single change at `TransitionTypes.cs:1442`. Decompose
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`cellPhysics.WorldTransform` to extract the rotation quaternion and
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translation vector, then pass them to `FindCollisions`. Pattern
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mirrors `:1808`:
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```csharp
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// New: decompose the cell's world transform.
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if (!Matrix4x4.Decompose(
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cellPhysics.WorldTransform,
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out _, // scale ignored — see Risks
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out var cellRotation,
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out var cellOrigin))
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{
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// Decompose returned false: matrix has shear or non-uniform scale.
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// Log + fall through with safe defaults (current broken behavior).
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// Should never happen for valid EnvCell data.
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Console.WriteLine(System.FormattableString.Invariant(
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$"[indoor-bsp] WARN cellPhysics.WorldTransform did not decompose cleanly for cell 0x{sp.CheckCellId:X8}"));
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cellRotation = Quaternion.Identity;
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cellOrigin = cellPhysics.WorldTransform.Translation;
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}
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// Existing FindCollisions call, updated args.
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var cellState = BSPQuery.FindCollisions(
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cellPhysics.BSP.Root,
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cellPhysics.Resolved,
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this,
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localSphere,
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localSphere1,
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localCurrCenter,
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Vector3.UnitZ,
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scale: 1.0f,
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localToWorld: cellRotation,
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engine: engine,
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worldOrigin: cellOrigin);
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```
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## Verification
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### Pre-fix probe data (baseline)
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- `BSPQuery.StepSphereDown:1123` cp-writes: 320, all with `D` close to
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the cell's local floor Z (≈ 0) instead of world Z (≈ -94.02 for
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Holtburg).
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- `[indoor-bsp]` lines: 616 OK, 230 Adjusted, 31 Slid, 8 Collide.
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### Post-fix expected probe data
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Rerun the same scenarios (cottage entry, indoor standstill, cellar
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descent, 2nd-floor walk) with `ACDREAM_PROBE_CONTACT_PLANE=1
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ACDREAM_PROBE_INDOOR_BSP=1`. Expect:
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- `BSPQuery.StepSphereDown:1123` cp-writes: still ~320 but with `D`
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matching the world floor Z of the cell where the step-down fired.
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Sample expected line:
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`[cp-write] ContactPlane: n=(0,0,1) D=-94.020 -> n=(0,0,1) D=-94.020 caller=BSPQuery.StepSphereDown:1123`
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— i.e., the write would be a no-op (suppressed by the property-
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setter's value-equality guard) because the new write matches the
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prior tick's seed value. In practice the write count drops sharply
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because the value-equality suppression hides duplicate writes.
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- `[indoor-bsp]` Adjusted/OK distribution should stay similar; Slid /
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Collide should change only at the margin (the corrupt CP previously
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may have triggered spurious wall-collide downstream).
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- Visual: 2nd-floor walking should stop intermittent falling-stuck on
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random spots (the BSP-internal step-down now writes correct planes
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during movement). Stationary case (cellar entry, cottage standstill)
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may still glitch — that's Bug A, out of scope for this slice.
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### Unit test
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`tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs` — add
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`StepSphereDown_RotatedTranslatedCell_WritesWorldSpacePlane`:
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1. Fixture: a single-poly BSP at cell-local Z = 0.5, single floor
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triangle at cell-local Z = 0.0.
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2. Cell `WorldTransform`: rotation = `Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 4)` (45° around world Z), translation = `(100, 50, 94)`.
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3. Sphere at cell-local (0, 0, 0.5), radius 0.48.
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4. Call `BSPQuery.FindCollisions` with the decomposed rotation +
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translation.
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5. Assert: returned `TransitionState.Adjusted`, and
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`transition.CollisionInfo.ContactPlane.D == -94.0` within 1e-4
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tolerance (= world Z of the floor poly after applying the cell's
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translation).
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### Visual verification scenarios
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Re-use from prior phase:
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1. **Cottage entry** (outdoor → indoor) — `[cell-transit]` line shows
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transition; no immediate falling-stuck.
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2. **Indoor standstill** in a single-floor Holtburg cottage — stable
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grounding for 10 seconds. *Stationary case — may still glitch.*
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3. **2nd-floor walking** — climb stairs, walk around upstairs.
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*Primary success criterion for Bug B alone.*
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4. **Cellar descent** — walk down stairs to cellar. *Stationary glitch
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may persist; movement should be smoother.*
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5. **Single-floor cottage regression check** — confirm M1 baseline is
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not regressed.
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## Risks
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### R1: Cell scale
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`Matrix4x4.Decompose` returns the cell's scale as the first out-param.
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This spec uses the hardcoded `scale: 1.0f` regardless. If any indoor
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cell ships with a non-unit scale (extremely unlikely — never observed
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in the AC dat), the produced world plane will be wrong.
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Mitigation: low-confidence assumption, leave for now. If a probed run
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ever shows a cell with scale ≠ 1, add a Console.WriteLine warning at
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the decompose site and file a follow-up issue.
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### R2: Decompose returns false
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`Matrix4x4.Decompose` returns false if the matrix has shear or other
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non-decomposable parts. EnvCell `WorldTransform` is always a rigid
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rotation + translation per the dat format. If decompose fails, we log
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a warning and fall back to `Quaternion.Identity` + the matrix's
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`.Translation` — better than `Vector3.Zero` but still wrong if cell
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is rotated.
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### R3: BSP traversal still uses `localSphere` (local space)
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The fix changes the OUTPUT transformation (local poly → world plane)
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but the INPUT to BSP (`localSphere`) is already in cell-local space.
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That's correct and matches retail: the BSP traversal itself works in
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local coordinates, but the `set_contact_plane` write must produce a
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world-space plane (the equivalent retail call is `Plane::localtoglobal`
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at acclient_2013_pseudo_c.txt:323708 / :323921). The fix aligns our
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behavior with retail's.
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### R4: Bug A still in play
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After Bug B fix, `TryFindIndoorWalkablePlane` still runs every indoor
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OK frame, still 99% MISS, still falls through to outdoor terrain
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backstop and writes the wrong plane for the stationary case. The
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M2-blocker scenarios may not be fully fixed by Bug B alone. Bug A is a
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separate phase (next slice).
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## Out of scope (file as follow-ups if observed)
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- **Bug A (per-frame synthesis):** Remove `TryFindIndoorWalkablePlane`
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+ outdoor-terrain fallthrough from the indoor OK branch. Separate
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phase after Bug B retest. ISSUES #83 stays OPEN until that ships.
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- **Sub-step `contact_plane_valid = 0` reset at FindTransitionalPosition:663:**
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Retail also does this (decomp :273733). Not a bug. The 251 writes
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per session are expected.
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- **Per-tick seeding at PhysicsEngine.cs:583:** Working correctly. Not
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touched in this slice. The 37,470 writes are the
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`SetContactPlane(plane, cellId, isWater)` helper firing 4-6 sub-field
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writes per call × ~6-9k resolve calls.
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- **`AcDream.Core.Physics.Transition.FindObjCollisions` (line 1808):**
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Already correct. Not touched.
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- **Bug B in other callers:** Grep confirmed only `:1442` and `:1808`
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call `BSPQuery.FindCollisions`. The 1850 `FindCollisions` overload
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is a different signature (takes raw polygons, not resolved).
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Out-of-scope for this slice; visit if probe data ever surfaces a
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symptom traceable to it.
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## Retail anchors
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- `BSPTREE::find_collisions` — decomp `acclient_2013_pseudo_c.txt:323924`.
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Inside the BSP traversal, calls `COLLISIONINFO::set_contact_plane`
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with a world-space plane (after `Plane::localtoglobal` at :323921).
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- `BSPTREE::step_sphere_down` — decomp `:323565`. Same pattern:
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`localtoglobal` (at :323708) before `set_contact_plane`.
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- `Plane::localtoglobal` — applies the cell's world transform to the
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plane before storing. Our `TransformNormal` + `TransformVertices` +
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`BuildWorldPlane` chain is the equivalent.
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## Files touched
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- `src/AcDream.Core/Physics/TransitionTypes.cs` — one call site at
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`:1442`, ~10 new lines for the Decompose + arg pass.
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- `tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs` — one new test
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`StepSphereDown_RotatedTranslatedCell_WritesWorldSpacePlane`,
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~30 lines including fixture setup.
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No other code touched. The `[cp-write]` probe stays in place (still
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useful for retest verification + future Bug A work).
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## Commit shape
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Single commit:
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```
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fix(physics): pass cell world-transform to indoor BSP collision
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Indoor cell BSP queries at TransitionTypes.cs:1442 were calling
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BSPQuery.FindCollisions with Quaternion.Identity + defaulted
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Vector3.Zero worldOrigin. Inside the BSP, Path 3 (step_sphere_down)
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and Path 4 (land-on-surface) use those params to build the
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world-space ContactPlane. Result: planes written with D ≈ 0 instead
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of the cell's world floor Z (e.g. -94.02 for Holtburg cottages).
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320 corrupt CP writes per Holtburg session.
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Fix: decompose cellPhysics.WorldTransform once at the call site,
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pass the rotation as localToWorld and the translation as
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worldOrigin. Mirrors the existing correct pattern at :1808
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(FindObjCollisions, passes obj.Rotation + obj.Position).
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Retail oracle: BSPTREE::find_collisions (acclient_2013_pseudo_c.txt:323924)
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calls Plane::localtoglobal at :323921 before set_contact_plane.
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Our TransformNormal + TransformVertices + BuildWorldPlane chain is
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the equivalent — it just needs the right rotation + origin.
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Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md.
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Evidence: launch-cp-probe.log capture 2026-05-20, [cp-write] probe.
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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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```
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