MP: peer true-mirror cadence -- drive the body clip from actual replicated motion (task #50)

Toward a truer mirror (user: peer 'hesitates/skips on accel/decel, master has
smoother transitions').  The body channel FOLLOWS the master's replicated STATE
(96a896a) but its CADENCE (bodyCycleSpeed) is still slewed LOCALLY toward the
replicated commanded speed -- which drifts from the master's actual cadence, so
the animation phase wanders until a record snaps it (the hesitation).

FIX (replicant-gated, single-player untouched): peerMirrorSpeed member = the
actual replicated ground speed (|updateVelocity|, set in the peer branch); the
body channel walk (6/7) + reverse (0xc/0xd) cases override bodyCycleSpeed with
it (clamped to the state's band) right before the clip advance, so the peer's
clip advances at the master's REAL rate instead of a locally-drifting slew.
peerMirrorSpeed = -1 on the master/single-player -> the authentic slew runs.
BT_NO_MIRROR_CAD / BT_PEER_LEGCH revert.

Verified autonomous (through-zero sweep): no crash, body channel advances forward
(back-steps ~0), feet track (position ratio 1.05, maxStep 1.68u).  Perceived
smoothness is the visual test (harness saturates).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-15 07:58:11 -05:00
co-authored by Claude Opus 4.8
parent f094d78df1
commit 23f1532fb0
4 changed files with 30 additions and 0 deletions
+1
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@@ -916,6 +916,7 @@ Mech::Mech(
poseSyncLatch = 0; // @0x77c (was absorbed Wword(0x1df)) poseSyncLatch = 0; // @0x77c (was absorbed Wword(0x1df))
heatLevelSnapshot = 0; // @0x780 (type-7 deadband baseline) heatLevelSnapshot = 0; // @0x780 (type-7 deadband baseline)
mirrorBodyAdv = 0.0f; // master send-mirror gait travel mirrorBodyAdv = 0.0f; // master send-mirror gait travel
peerMirrorSpeed = -1.0f; // peer true-mirror cadence (disabled by default)
angMirrorYaw = 0.0f; // scalar peer-yaw mirror (port addition) angMirrorYaw = 0.0f; // scalar peer-yaw mirror (port addition)
angMirrorRate = 0.0f; angMirrorRate = 0.0f;
angMirrorValid = 0; angMirrorValid = 0;
+6
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@@ -631,6 +631,12 @@ public:
// predicts (gait), instead of the constant-velocity deadReckoner. This is the // predicts (gait), instead of the constant-velocity deadReckoner. This is the
// authentic FUN_004a9b5c mirror = IntegrateMotion(mj=0) on projectedOrigin. // authentic FUN_004a9b5c mirror = IntegrateMotion(mj=0) on projectedOrigin.
Scalar mirrorBodyAdv; // body cycleDistance this frame (master) Scalar mirrorBodyAdv; // body cycleDistance this frame (master)
// Peer true-mirror cadence: the replicant sets this to the actual replicated
// ground speed (|updateVelocity|) each frame so the body clip advances at the
// master's real rate instead of the locally-slewed bodyCycleSpeed (which drifts
// and makes the animation phase wander -> the accel/decel hesitation). -1 =
// disabled (master/single-player always -1, so the authentic slew runs).
Scalar peerMirrorSpeed;
Scalar angMirrorYaw; // yaw at the last type-4 send (rad) Scalar angMirrorYaw; // yaw at the last type-4 send (rad)
Scalar angMirrorRate; // yaw rate sent with it (rad/s) Scalar angMirrorRate; // yaw rate sent with it (rad/s)
Time angMirrorTime; // lastPerformance at that send Time angMirrorTime; // lastPerformance at that send
+12
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@@ -999,6 +999,9 @@ Scalar
if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed; if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed > walkStrideLength) bodyCycleSpeed = walkStrideLength; if (bodyCycleSpeed > walkStrideLength) bodyCycleSpeed = walkStrideLength;
} }
if (peerMirrorSpeed >= 0.0f) // peer: cadence == actual mirrored ground speed
bodyCycleSpeed = (peerMirrorSpeed < standSpeed) ? standSpeed
: ((peerMirrorSpeed > walkStrideLength) ? walkStrideLength : peerMirrorSpeed);
distance = bodyAnimation.Advance( distance = bodyAnimation.Advance(
time_slice * (bodyCycleSpeed / walkStrideLength) * globalTimeScale, loop); time_slice * (bodyCycleSpeed / walkStrideLength) * globalTimeScale, loop);
break; break;
@@ -1019,6 +1022,9 @@ Scalar
if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed; if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed > reverseSpeedMax2) bodyCycleSpeed = reverseSpeedMax2; if (bodyCycleSpeed > reverseSpeedMax2) bodyCycleSpeed = reverseSpeedMax2;
} }
if (peerMirrorSpeed >= 0.0f) // peer: cadence == actual mirrored ground speed
bodyCycleSpeed = (peerMirrorSpeed < reverseSpeedMax) ? reverseSpeedMax
: ((peerMirrorSpeed > reverseSpeedMax2) ? reverseSpeedMax2 : peerMirrorSpeed);
distance = bodyAnimation.Advance( distance = bodyAnimation.Advance(
time_slice * (bodyCycleSpeed / reverseStrideLength) * globalTimeScale, loop); time_slice * (bodyCycleSpeed / reverseStrideLength) * globalTimeScale, loop);
break; break;
@@ -1159,6 +1165,9 @@ Scalar
if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed; if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed > walkStrideLength) bodyCycleSpeed = walkStrideLength; if (bodyCycleSpeed > walkStrideLength) bodyCycleSpeed = walkStrideLength;
} }
if (peerMirrorSpeed >= 0.0f) // peer: cadence == actual mirrored ground speed
bodyCycleSpeed = (peerMirrorSpeed < standSpeed) ? standSpeed
: ((peerMirrorSpeed > walkStrideLength) ? walkStrideLength : peerMirrorSpeed);
distance = bodyAnimation.Advance( distance = bodyAnimation.Advance(
time_slice * (bodyCycleSpeed / walkStrideLength) * globalTimeScale, loop); time_slice * (bodyCycleSpeed / walkStrideLength) * globalTimeScale, loop);
break; break;
@@ -1179,6 +1188,9 @@ Scalar
if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed; if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed > reverseSpeedMax2) bodyCycleSpeed = reverseSpeedMax2; if (bodyCycleSpeed > reverseSpeedMax2) bodyCycleSpeed = reverseSpeedMax2;
} }
if (peerMirrorSpeed >= 0.0f) // peer: cadence == actual mirrored ground speed
bodyCycleSpeed = (peerMirrorSpeed < reverseSpeedMax) ? reverseSpeedMax
: ((peerMirrorSpeed > reverseSpeedMax2) ? reverseSpeedMax2 : peerMirrorSpeed);
distance = bodyAnimation.Advance( distance = bodyAnimation.Advance(
time_slice * (bodyCycleSpeed / reverseStrideLength) * globalTimeScale, loop); time_slice * (bodyCycleSpeed / reverseStrideLength) * globalTimeScale, loop);
break; break;
+11
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@@ -2148,6 +2148,17 @@ void
// master's exact clips. Swapping the peer to the body channel RESTORES the // master's exact clips. Swapping the peer to the body channel RESTORES the
// original single-channel design (no new netcode). BT_PEER_LEGCH=1 = old. // original single-channel design (no new netcode). BT_PEER_LEGCH=1 = old.
static const int s_peerLegCh = getenv("BT_PEER_LEGCH") ? 1 : 0; static const int s_peerLegCh = getenv("BT_PEER_LEGCH") ? 1 : 0;
// TRUE-MIRROR CADENCE: drive the body clip from the ACTUAL replicated ground
// speed so the animation phase tracks the master exactly instead of drifting
// via the local bodyCycleSpeed slew (the accel/decel hesitation). Consumed in
// AdvanceBodyAnimation walk/reverse. -1 disables -> authentic slew.
if (!s_peerLegCh && !getenv("BT_NO_MIRROR_CAD"))
{
const Vector3D &mcv = updateVelocity.linearMotion;
peerMirrorSpeed = (Scalar)sqrtf((float)(mcv.x * mcv.x + mcv.z * mcv.z));
}
else
peerMirrorSpeed = -1.0f;
// TURN-STEP ARMING for the body channel: the body Standing case only enters // TURN-STEP ARMING for the body channel: the body Standing case only enters
// walk/reverse/stand -- it never arms the turn-in-place clip (state 4); on the // walk/reverse/stand -- it never arms the turn-in-place clip (state 4); on the
// master that arming comes from the LEG Standing case cross-arming both // master that arming comes from the LEG Standing case cross-arming both