Humanoid creatures/players collide as body Spheres (ShadowShapeBuilder emits Sphere-type shadows for a Setup with Spheres + no CylSpheres), so player-vs-monster crowd contact ran through Transition.SphereCollision — a hand-rolled 3-D wall-slide (register TS-45), NOT a port of retail CSphere::intersects_sphere. It shaved no eps, force-pushed each contact RADIALLY to a fixed combinedR+1cm shell, ignored the head sphere, and always returned Slid. In a crowd the opposing radial de-penetration pushes from neighbours fight each other -> the player wedges and can't wiggle free (the user's live report). Port the full CSphere family verbatim — dispatcher 0x00537A80 + step_sphere_up / slide_sphere / land_on_sphere / collide_with_point / step_sphere_down — the direct analog of the 2026-07-05 CCylSphere port (#172). The grounded slide now routes through the shared crease SlideSphere (0x00537440, #116-Ghidra-confirmed) -> tangential shuffle along the contact toward gaps, retail-faithful. isCreature (target creature/missile) gates OFF the stand-on/land-on branches (2 & 5). ACE Sphere.cs = readable oracle; pseudocode doc 2026-07-07-csphere-collision-family. Retail-faithfulness verified: CTransition::validate_transition (0x0050aa70:272593) reverts curr_pos on any non-clean-OK step, so a deep-mutual-overlap start wedges in retail too — the realistic crowd-edge graze slides free (SphereCollisionFamilyTests slide-around trajectory: player grazes a creature's SW, curves around its west side, continues N). TS-45 retired, AP-84 added (PerfectClip TOI dead in M1.5). Core 2603/0, App 741/0. Pending user visual gate. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
13 KiB
CSphere collision family — retail pseudocode (port prep)
Date: 2026-07-07 · Trigger: the user's live report — "in a packed
crowd of monsters it's too easy to get stuck; you can't wiggle free. In
retail the same crowd leaves a bit more room to shuffle/slide out."
Humanoid creatures/players collide as body spheres (Setup.Spheres,
no CylSpheres → ShadowShapeBuilder.FromSetup emits ShadowCollisionType.Sphere),
so the crowd contact runs through Transition.SphereCollision — which was a
hand-rolled 3-D wall-slide with a forced fixed de-penetration, NOT a port
of the retail CSphere::intersects_sphere family. Register row TS-45
already documented this divergence and predicted the exact symptom
("absorbs to a zero offset … until an oblique input clears it"); it was
deferred to avoid disturbing the freshly-gated #171 sticky-melee work.
This is the direct analog of the 2026-07-05 CCylSphere family port
(docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md). Same
shape, same siblings, same ACE-as-readable-oracle method. The transition loop
(transitional_insert) is unchanged — only the per-contact Sphere
response is replaced.
Sources: named-retail pseudo-C (addresses below) = ground truth;
references/ACE/Source/ACE.Server/Physics/Sphere.cs = readable cross-reference
(settles the x87 garbles). One ACE quirk noted in §8.
Retail function inventory
| Function | Address | pseudo-C line |
|---|---|---|
CSphere::intersects_sphere(Position*, scale, CTransition*, isCreature) — wrapper |
0x00537fd0 |
:321881 |
CSphere::intersects_sphere(CTransition*, isCreature) — dispatcher |
0x00537a80 |
:321678 |
CSphere::collides_with_sphere(disp, radsum) |
0x005369e0 |
:320964 |
CSphere::step_sphere_up |
0x00537900 |
:321611 |
CSphere::slide_sphere(sp, ci, normal, currCenter) — core crease slide |
0x00537440 |
:321403 |
CSphere::land_on_sphere |
0x005379a0 |
:321642 |
CSphere::collide_with_point |
0x00537230 |
:321327 |
CSphere::step_sphere_down |
0x00536d20 |
:321133 |
Dispatch context — CPhysicsObj::FindObjCollisions (0x0050f050, pc:276776):
isCreature = (target.state & MISSILE_PS 0x40) || target.IsCreature()
(pc:276846-276853; ACE PhysicsObj.cs:409). The target's shape is chosen
CylSphere-first, else Sphere (pc:276868/276917; ACE PhysicsObj.cs:414-436).
Humanoids have GetNumCylsphere()==0 + GetNumSphere()>0 → the sphere
branch, isCreature passed in.
1. collides_with_sphere (0x005369e0) — pure 3-D overlap
collides_with_sphere(disp, radsum): // disp = globalSphere.center − this.center
return |disp|² <= radsum² // full 3-D distance (unlike CCylSphere's XY+Z-band)
radsum at every call site = globalSphere.radius + this.radius − F_EPSILON
(ε shaved ONCE in the dispatcher preamble, 0x00537acd). The ε is what makes
resting exactly touching a non-overlap, so a shuffle that ends flush against
a monster settles instead of re-colliding every frame. The hand-rolled
version omitted this ε — the first stickiness source.
2. Dispatcher (0x00537a80)
intersects_sphere(this, CTransition* t, isCreature): // this.center in world frame
sp = t.sphere_path; oi = t.object_info
s0 = sp.global_sphere[0]; disp0 = s0.center − this.center
if sp.num_sphere > 1: s1 = sp.global_sphere[1]; disp1 = s1.center − this.center
radsum = s0.radius + this.radius − F_EPSILON
// ── branch 1: placement / ethereal — detection only ──
if (sp.obstruction_ethereal || sp.insert_type == PLACEMENT_INSERT):
if collides(disp0) → COLLIDED
if num_sphere>1 && collides(disp1) → COLLIDED
return OK
// ── branch 2: step-down probe — land on the top ──
if (sp.step_down):
if isCreature → OK // §8.1 — you never stand ON a creature/missile
return step_sphere_down(this, s0, disp0, radsum)
// ── branch 3: walkable probe — occupancy blocks ──
if (sp.check_walkable):
if collides(disp0) → COLLIDED
if num_sphere>1 && collides(disp1) → COLLIDED
return OK
// ── branch 4: normal sweep (collide flag clear) ──
if (!sp.collide):
if (oi.state & (CONTACT|ON_WALKABLE)): // grounded
if collides(disp0) → step_sphere_up(this, disp0, radsum)
if num_sphere>1 && collides(disp1) → slide_sphere(this, disp1, sphereNum=1)
elif (oi.state & PATH_CLIPPED):
if collides(disp0) → collide_with_point(this, s0, radsum, 0)
else: // airborne
if collides(disp0) → land_on_sphere(this)
if num_sphere>1 && collides(disp1) → collide_with_point(this, s1, radsum, 1)
return OK
// ── branch 5: collide-flag re-test — exact-TOI cap landing ──
if isCreature → OK // §8.1 — never land ON a creature/missile
if !collides(disp0) && !(num_sphere>1 && collides(disp1)) → OK
movement = sp.global_curr_center[0] − s0.center − block_offset(cur→check)
radsum += F_EPSILON
lenSq = |movement|²
diff = −dot(movement, disp0)
if |lenSq| < F_EPSILON → COLLIDED
t = sqrt(diff² − (|disp0|² − radsum²)·lenSq) + diff // quadratic solve for TOI
if t > 1: t = diff·2 − t
time = t / lenSq
timecheck = (1 − time)·sp.walk_interp
if timecheck >= sp.walk_interp || timecheck < −0.1 → COLLIDED
movement *= time
disp0 = (disp0 + movement) / radsum
if !is_walkable_allowable(disp0.z) → OK // too steep to rest on
contactPt = s0.center − disp0·s0.radius
ci.set_contact_plane(Plane(n=disp0, d=−dot(disp0, contactPt)), is_water=1)
ci.contact_plane_cell_id = sp.check_pos.objcell_id
sp.walk_interp = timecheck
sp.add_offset_to_check_pos(movement, s0.radius)
return ADJUSTED
State bits (verified against our ObjectInfoState): CONTACT=0x1,
ON_WALKABLE=0x2, PATH_CLIPPED=0x8. Note branch 5's landing surface is a
tilted plane (n = disp0, the sphere-to-sphere direction) — unlike the
cylinder's flat top — because a sphere top is curved.
3. step_sphere_up (0x00537900)
step_sphere_up(this, disp0, radsum):
radsum += F_EPSILON
if (oi.step_up_height < radsum − disp0.z) // too tall to step over
→ slide_sphere(this, disp0, 0)
n = sp.global_curr_center[0] − this.center
if CTransition::step_up(t, n) → OK
else → sp.step_up_slide(t)
For a full-height creature the head clearance radsum − disp0.z far exceeds
step_up_height (~0.4 m) → always slide_sphere. This is the grounded-crowd
path: slide, don't stop.
4. slide_sphere (grounded) — the wiggle-room primitive
The grounded foot/head hit reduces to CSphere::slide_sphere (0x00537440),
which acdream already has as Transition.SlideSphere(normal, currPos, sphereNum) (Ghidra-confirmed via #116). It computes the collision normal
n = global_curr_center[sphereNum] − this.center, normalizes, then projects
the displacement onto the crease = cross(n, contactPlane.normal) — the
tangent where the monster's side meets the ground — and slides ALONG it.
Returns SLID (or COLLIDED when the projected offset degenerates < ~1.41 cm).
This is the whole fix. The hand-rolled version projected onto the plane
⊥ the raw 3-D normal and then FORCE-pushed to a fixed combinedR + 0.01 m
shell (radial de-penetration). Radial pushes from neighbours on opposite
sides cancel/fight; the crease slide moves you tangentially toward the gap.
slide_sphere(this, disp, sphereNum):
n = sp.global_curr_center[sphereNum] − this.center
if normalize_check_small(n) → COLLIDED
return SlideSphere(n, sp.global_curr_center[sphereNum], sphereNum) // shared crease slide
5. land_on_sphere (0x005379a0) — airborne foot hit
land_on_sphere(this):
n = sp.global_curr_center[0] − this.center
if normalize_check_small(n) → COLLIDED
sp.set_collide(n) // backup + Collide flag → next attempt runs branch 5
sp.walkable_allowance = LANDING_Z (0.0871557)
return ADJUSTED
Identical shape to CCylSphere::land_on_cylinder.
6. collide_with_point (0x00537230) — PathClipped / airborne head hits
collide_with_point(this, checkSphere, radsum, sphereNum):
globalOffset = sp.global_curr_center[sphereNum] − this.center
if !PerfectClip:
if !normalize_check_small(globalOffset): ci.set_collision_normal(globalOffset)
return COLLIDED
// PerfectClip → exact TOI reposition (missiles only; §8.2)
blockOffset = get_block_offset(cur, check)
checkOffset = checkSphere.center − global_curr_center[sphereNum] + blockOffset
collisionTime = find_time_of_collision(checkOffset, globalOffset, radsum + F_EPSILON)
if collisionTime < F_EPSILON || collisionTime > 1 → COLLIDED
collisionOffset = checkOffset·collisionTime − checkOffset
old_disp = collisionOffset + checkSphere.center − this.center
ci.set_collision_normal(old_disp / radsum)
sp.add_offset_to_check_pos(old_disp, checkSphere.radius)
return ADJUSTED
Non-PerfectClip = set_collision_normal + COLLIDED (decomp-verified). The
PerfectClip TOI tail is dead code in M1.5 (no mover sets PerfectClip) — same
status as the cylinder family's AP-83.
7. step_sphere_down (0x00536d20) — land on the top during a step-down probe
step_sphere_down(this, s0, disp0, radsum):
if !collides(disp0) && !(num_sphere>1 && collides(disp1)) → OK
stepDown = sp.step_down_amt · sp.walk_interp
if |stepDown| < F_EPSILON → COLLIDED
radsum += F_EPSILON
val = sqrt(radsum² − (disp0.x² + disp0.y²)) // curved-top height at this XY
scaledStep = (val − disp0.z) / stepDown
timecheck = (1 − scaledStep)·sp.walk_interp
if timecheck >= sp.walk_interp || timecheck < −0.1 → COLLIDED
interp = stepDown · scaledStep
disp0 = (disp0.x, disp0.y, disp0.z + interp) / radsum
if disp0.z <= sp.walkable_allowance → OK // too steep — sphere top is a dome
contactPt = disp0·this.radius + this.center
ci.set_contact_plane(Plane(n=disp0, d=−dot(disp0, contactPt)), is_water=1)
ci.contact_plane_cell_id = sp.check_pos.objcell_id
sp.walk_interp = timecheck
sp.add_offset_to_check_pos((0,0,interp), checkSphere.radius)
return ADJUSTED
Gated OFF for creatures at the dispatcher (branch 2: isCreature → OK), so in
M1.5 this only lands the player on non-creature Sphere-shape statics. Ported
for completeness/faithfulness (ACE Sphere.cs:617).
8. Divergences + settled ambiguities (register-relevant)
isCreaturegates "stand-on/land-on" (branches 2 and 5). A creature or missile is a solid you push against horizontally but never rest on vertically. Retail short-circuits both to OK forisCreature(0x00537b8c / 0x00537af5). Port verbatim.- PerfectClip TOI tail is dead in M1.5 — no mover arms PerfectClip
(players never do). The load-bearing path is non-PerfectClip
set_collision_normal + COLLIDED(decomp-verified). Same status/row style as the cylinder family's AP-83; re-decompile 0x00537230 in Ghidra before shipping missiles (F.3). is_water=1on contact planes is RETAIL (0x00536ecf / branch-5 site;set_contact_planearg3 →contact_plane_is_water). Port verbatim; do not "fix" — same as the cylinder family §8.1.- Block offset = 0 in branch 5 / collide_with_point: retail subtracts the
cur→check landblock offset; acdream's physics frame is continuous
world-space → 0. Standing adaptation (same note as
SlideSphere's gDelta and the cylinder family §8.3). - ACE bug NOT copied: ACE
Sphere.cshas no equivalent of the cylinder family's foot-vs-head disp mixup; the grounded head slide passesglobSphere_(the head sphere) atIntersectsSphere:348— correct. Retail 0x00537ec4 agrees. No divergence here. normalize_check_small= normalize; returns true (fail) when |v| < F_EPSILON — maps to our existingNormalizeCheckSmall.
9. acdream port surface
Transition.SphereCollision(ShadowEntry, SpherePath, bool isCreature) becomes
the branch-2/3/4/5 dispatcher body (branch 1 ethereal keeps the existing
early-OK consume + the caller's Layer-2 override, identical to the cylinder
family). New private siblings mirror the Cyl* set:
SphereCollidesWithSphere, SphereStepSphereUp, SphereSlideSphere,
SphereLandOnSphere, SphereCollideWithPoint, SphereStepSphereDown.
Reused as-is: the shared SlideSphere (crease projection), DoStepUp
(= CTransition::step_up), SpherePath.StepUpSlide, NormalizeCheckSmall,
CollisionInfo.SetContactPlane/SetCollisionNormal. The caller
(FindObjCollisionsInCell, Sphere branch) computes
isCreature = (obj.State & 0x40) != 0 || (obj.Flags & IsCreature) != 0 and
passes it in. The BspOnlyDispatch gate and the ethereal step-down skip sit
ABOVE this dispatch and are unaffected. Retires TS-45.