HUD reticle + weapon pips LIVE: dpl2d 2D display-list port (task #35)

- dpl2d API fully recovered from the binary recorders (@487f34-488630):
  opcode model (points/lines/polyline/circle/color/width/matrix/push-pop),
  CallList = INLINE include (state persists to caller), centered coordinate
  frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework.
- BTReticleRenderable ctor @004cc40c transcribed with the authentic
  calibration (originX .35, originY .25, scaleY .5, 0..1200m right range
  ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings,
  turn arrows); range caret slides from the live target range fed by the
  mech4 targeting step (BTSetHudTargetRange).
- Weapon pips: the binary gate is IsDerivedFrom(0x511830 =
  MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing
  weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL
  7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A
  (lit, authored PipColor) on TargetWithinRange, else dark ring B.
- AddWeapon @004cdac0 store map corrected to the verified order
  (part_014.c:4827-4837); both state attrs are literally named
  "SimulationState" (strings @51d526/51d577) -> weapon simulationState.
- Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster
  (0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag
  table added to context/decomp-reference.md.
- Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary
  Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked
  in context/open-questions.md with the blx_cop canopy + PNAME pip meshes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-08 20:05:44 -05:00
co-authored by Claude Fable 5
parent 1cd8ca1a80
commit 48b17750e5
15 changed files with 593 additions and 109 deletions
+12
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@@ -77,6 +77,18 @@ Identify a class at runtime with `sub->GetClassID()` (== `sub+4`). [T1]
- **Heat leaf:** `PoweredSubsystem : HeatSink : HeatableSubsystem : MechSubsystem` (Emitter/PPC/Sensor/Myomers/weapons chain here). [T1]
- **Watcher branch:** `Torso/Gyroscope/Searchlight/ThermalSight/HUD : PowerWatcher : HeatWatcher : MechSubsystem`; `AmmoBin : HeatWatcher`. Uses a 0xC connection + 0x54 alarm (NOT the 4/8-byte heat-leaf types). [T1]
### Derivation-tag addresses (`FUN_0041a1a4(obj, tag)` = IsDerivedFrom)
| Tag | Class | Evidence |
|---|---|---|
| **0x511830** | **MechWeapon**::ClassDerivations | The reticle AddWeapon loop (part_014.c:5386) hard-aborts on missing WeaponRange/PipPosition/… attrs for every member; part_012.c:9344 counts ready weapons; the Mech ctor roster at this[0x1ef] (`weaponRoster`, ex-mislabel "poweredSubsystems") ORs weapon `capabilityFlags`@+0x334. [T1] |
| 0x50f4bc | PoweredSubsystem | btl4gau2 gauge wave. [T1] |
| 0x50e3ec | HeatableSubsystem | btl4gaug widget gate. [T1] |
| 0x50e604 | HeatSink | btl4gaug widget gate. [T1] |
| 0x51155c | roster at Mech this[0x1eb] (`heatableSubsystems` label) | tag ≠ 0x50e3ec — the label is UNVERIFIED [T4]; arbitrate before relying on it. |
| 0x50e4fc | roster at Mech this[499] (`damageableSubsystems` label) | [T3] |
| 0x50bdb4 | Mech | emitter.cpp destroyed-check. [T1] |
| 0x5121a8 | ProjectileWeapon-family (checked after 0x511830; reads ammo state @+0x364) | [T3] |
---
## 3. Mech struct offsets (`Mech*`, binary layout)
+18 -1
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@@ -84,7 +84,24 @@ see [[open-questions]] `mech+0x190`. The **MessageBoard** feed needs **StatusMes
stub) + the per-player status queue. `SeekVoltageGraph`'s 4 Seek* attrs are a cluster-child (not
config-called). [T2]
## Cockpit HUD reticle (main screen, inside view) — LIVE
`BTReticleRenderable` (0x358 bytes, ctor @004cc40c) draws over the finished 3D frame in cockpit
view only, via the recovered **dpl2d** 2D display-list API (recorders @0x487f34-0x488630; opcode
map + coordinate model in `phases/phase-02-dpl2d-reticle.md`; port: `game/reconstructed/dpl2d.cpp`).
Geometry is the ctor's hardcoded calibration (originX 0.35, originY 0.25, scaleY 0.5, right range
ladder 0..1200 m, bottom heading tape, center cross + dot; tick ladders via FUN_004cd938). The
range caret binds to the live target range (`BTSetHudTargetRange`, fed by mech4's targeting step).
**Weapon pips:** the build loop (part_014.c:5386) registers EVERY subsystem
`IsDerivedFrom(0x511830 = MechWeapon)` — lasers, PPCs AND missile launchers (BLH = 7 pips) — via
`AddWeapon` @004cdac0 (verified store map in btl4vid.hpp), reading WeaponRange/PipPosition/
PipColor/PipExtendedRange/TargetWithinRange/SimulationState(attrs 1+0x1c)/RearFiring. Pip A (lit,
authored PipColor) when TargetWithinRange, else the dark ring B. [T2 geometry+wiring]
The binary's per-frame `Execute` @004cdcf0 sits in an UN-EXPORTED decomp gap — the Draw dynamics
(caret slide, pip lit/dark; lock rings/turn arrows built but static) are best-effort [T3].
Deferred: PNAME1-8.bgf 3D pip meshes + the 3D marker chain; the `blx_cop` canopy shell renders
black and is hidden by name filter (`BT_INSIDE_COCKPIT=1` shows it) — see [[open-questions]].
## Key Relationships
- Full history: `docs/GAUGE_COMPOSITE.md`.
- Full history: `docs/GAUGE_COMPOSITE.md`; reticle recovery: `phases/phase-02-dpl2d-reticle.md`.
- Uses: [[attribute-pointer]] + [[reconstruction-gotchas]]; reads [[subsystems]] state.
- Renders on: [[pod-hardware]] MFD surfaces.
+9
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@@ -51,6 +51,15 @@ authentic path scoped.
these are MODE flags — in the basic test mission the inert Myomers / dormant valve is likely AUTHENTIC
(advanced damage off); wiring makes them RESPOND when a mission enables the mode, not necessarily change
the basic-mission behavior. The MessageBoard feed is separate (StatusMessagePool, below).
- **Cockpit HUD leftovers (task #35 residue, 2026-07-08)** — the reticle + 7 weapon pips are LIVE
(see [[gauges-hud]] + `phases/phase-02-dpl2d-reticle.md`), but three pieces remain: (a) the
**blx_cop canopy shell** renders BLACK (untextured/unlit in our inside view) so it's hidden by a
name filter — `BT_INSIDE_COCKPIT=1` shows it; the authentic look needs its material/lighting
path; (b) the **PNAME1-8.bgf 3D pip meshes** + the 3D target-designator marker chain (the ctor's
15-arg form binds 8 HUD-subsystem attrs we bypass); (c) the binary per-frame **Execute
@004cdcf0** is in an un-exported decomp gap — the Draw dynamics (lock rings, off-screen turn
arrows, blink states, the 3 cached "SimulationState" constants 2/3/1) are best-effort [T3];
a Ghidra re-export of the 0x4cdcf0 region would let us transcribe it properly.
- **StatusMessagePool (NULL stub, btstubs.cpp:62)** — the per-player status-message queue.
BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What
resolves it: wire the pool + decode `AddStatusMessage @0042e580` + the `Player__StatusMessage`
+7
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@@ -7539,6 +7539,13 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
BTDrawPfx(mDevice, &viewTransform, (float)dT);
}
// The BT targeting reticle / weapon pips (2D screen space, cockpit view
// only -- the dpl2d layer; see game/reconstructed/dpl2d.cpp).
{
extern void BTDrawReticle(struct IDirect3DDevice9 *device);
BTDrawReticle(mDevice);
}
//
// And don't forget particles too
//
+388 -22
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@@ -35,6 +35,9 @@
//
#include <bt.hpp>
#if !defined(EMITTER_HPP)
# include <emitter.hpp> // Emitter/PPC (the reticle's per-weapon pip wiring)
#endif
#pragma hdrstop
#if !defined(BTL4VID_HPP)
@@ -525,6 +528,20 @@ HierarchicalDrawComponent*
SwapToWreck(entity);
}
//
// The TARGETING RETICLE (the main-view HUD): built for the player's mech,
// per the 1996 inside-view path (@part_014.c:5127-5158 constructs the
// 0x358 BTReticleRenderable, then :5390-5436 registers one pip per weapon
// from its TargetWithinRange / WeaponRange / PipPosition / PipColor /
// PipExtendedRange / SimulationState attributes). Drawn by BTDrawReticle
// in the cockpit view only.
//
if (buildDebugChaseCamera)
{
extern BTReticleRenderable *BTBuildReticle(Entity *mech);
BTBuildReticle(entity);
}
// DEV: BT_START_INSIDE=1 begins in the cockpit view (also exercises the
// inside-skeleton swap headlessly).
if (buildDebugChaseCamera && getenv("BT_START_INSIDE"))
@@ -937,6 +954,347 @@ void BTSwapMechToWreck(Entity *victim)
}
//
//#############################################################################
// BTReticleRenderable -- ctor (@004cc40c) + Draw (Execute @004cdcf0 is in an
// un-exported gap; the draw dynamics here are [T3], the GLYPHS are [T1])
//#############################################################################
//
// The live reticle instance (the player's; drawn by BTDrawReticle in the
// cockpit view only).
//
static BTReticleRenderable *gBTReticle = 0;
extern Scalar gBTHudRangeStorage; // live target range (defined below)
static int gBTHudInside = 0; // cockpit view live (set by SetViewInside)
// the dpl2d rasteriser (dpl2d.cpp; device type opaque here)
extern void dpl2d_ExecuteList(dpl2d_DISPLAY *list, struct IDirect3DDevice9 *device);
void BTSetHudTargetRange(Scalar range) { gBTHudRangeStorage = range; }
void BTSetHudInside(int inside) { gBTHudInside = inside; }
//
// FUN_004cd938 -- the tick-LADDER builder: `count` ticks stepped along an axis
// (dir 0/1 = +x/-x travel with vertical ticks, 2/3 = +y/-y with horizontal
// ticks), a MAJOR tick (halfMajor) every (majorEvery+1)th, minor otherwise.
//
static void
BTReticleTickLadder(dpl2d_DISPLAY *list, int count, int majorEvery,
float span, float x0, float y0, int dir, float halfMinor, float halfMajor)
{
float step = span / (float)(count - 1);
float tickMinX = 0, tickMinY = 0, tickMajX = 0, tickMajY = 0;
float stepX = 0, stepY = 0;
switch (dir)
{
case 0: stepX = step; tickMajY = halfMajor; tickMinY = halfMinor; break;
case 1: stepX = -step; tickMajY = halfMajor; tickMinY = halfMinor; break;
case 2: stepY = step; tickMajX = halfMajor; tickMinX = halfMinor; break;
case 3: stepY = -step; tickMajX = halfMajor; tickMinX = halfMinor; break;
}
float x = x0, y = y0;
int untilMajor = 0;
dpl2d_OpenLines(list);
for (int i = 0; i < count; ++i)
{
if (untilMajor == 0)
{
dpl2d_AddPoint(list, x + tickMajX, y + tickMajY);
dpl2d_AddPoint(list, x - tickMajX, y - tickMajY);
untilMajor = majorEvery;
}
else
{
dpl2d_AddPoint(list, x + tickMinX, y + tickMinY);
dpl2d_AddPoint(list, x - tickMinX, y - tickMinY);
--untilMajor;
}
x += stepX; y += stepY;
}
dpl2d_CloseLines(list);
}
//
// The authentic calibration constants (the binary ctor's own values).
//
static const float kRetOriginX = 0.35f; // [0x7f] right range-ladder x
static const float kRetOriginY = 0.25f; // [0x80] ladder bottom y
static const float kRetScaleY = 0.5f; // [0x81] ladder span
static const float kRetTickMinor = 0.008f; // [0x83]
static const float kRetTickMajor = 0.016f; // [0x82]
static const float kRetBotX = -0.25f; // [0x84] bottom heading-ladder x0
static const float kRetBotY = 0.35f; // [0x85] heading ladder y
static const float kRetBotSpan = 0.5f; // [0x86]
static const float kRetCaret = 0.02f; // _DAT_004cd7f4 (caret triangle size) [T3]
static const int kRetTicksR = 13; // [9] right ladder tick count
static const int kRetTicksB = 21; // [0xb] bottom ladder tick count
static const float kRetMaxRange = 1200.0f; // ctor param 11 (0x44960000)
BTReticleRenderable::BTReticleRenderable(Entity *entity, Scalar *range_attr)
: VideoRenderable(entity, VideoRenderable::Dynamic)
{
weaponCount = 0;
originX = kRetOriginX; originY = kRetOriginY;
scaleY = kRetScaleY; biasX = kRetTickMajor;
maxRange = kRetMaxRange; minRange = 0.0f;
rangeScale= maxRange - minRange; // [0x8d] -- AddWeapon divides by it
rangeAttr2= range_attr;
masterList = dpl2d_NewDisplayList();
aimDotList = dpl2d_NewDisplayList();
rangeCaretR = dpl2d_NewDisplayList();
rangeCaretB = dpl2d_NewDisplayList();
headingList = dpl2d_NewDisplayList();
bottomAnchor = dpl2d_NewDisplayList();
leftArrow = dpl2d_NewDisplayList();
rightArrow = dpl2d_NewDisplayList();
crossList = dpl2d_NewDisplayList();
subB6 = dpl2d_NewDisplayList();
subB7 = dpl2d_NewDisplayList();
subB8 = dpl2d_NewDisplayList();
subB9 = dpl2d_NewDisplayList();
subBA = dpl2d_NewDisplayList();
//
// The MASTER list (@4511-4601, faithfully transcribed). Colours: green
// 0.75 for the frame, yellow for the range caret; widths 1/2/3.
//
dpl2d_DISPLAY *m = masterList;
dpl2d_Begin(m, 1);
dpl2d_SetLineWidth(m, 1.0f);
dpl2d_FullScreenClip(m);
dpl2d_SetColor(m, 0.75f, 0.0f, 0.0f);
dpl2d_CallList(m, crossList); // [0xa1] target-box slot (empty until lock)
dpl2d_SetColor(m, 0.0f, 0.75f, 0.0f);
dpl2d_CallList(m, aimDotList); // [0x9a] the aim translate
dpl2d_OpenPolypoint(m); // centre dot
dpl2d_AddPoint(m, 0.0f, 0.0f);
dpl2d_ClosePolypoint(m);
dpl2d_OpenLines(m); // inner cross (gap at centre)
dpl2d_AddPoint(m, 0.04f, 0.0f); dpl2d_AddPoint(m, 0.10f, 0.0f);
dpl2d_AddPoint(m, -0.04f, 0.0f); dpl2d_AddPoint(m, -0.10f, 0.0f);
dpl2d_AddPoint(m, 0.0f, 0.04f); dpl2d_AddPoint(m, 0.0f, 0.10f);
dpl2d_AddPoint(m, 0.0f, -0.04f); dpl2d_AddPoint(m, 0.0f, -0.10f);
dpl2d_CloseLines(m);
dpl2d_SetLineWidth(m, 3.0f);
dpl2d_OpenLines(m); // heavy outer cross
dpl2d_AddPoint(m, 0.10f, 0.0f); dpl2d_AddPoint(m, 0.16f, 0.0f);
dpl2d_AddPoint(m, -0.10f, 0.0f); dpl2d_AddPoint(m, -0.16f, 0.0f);
dpl2d_AddPoint(m, 0.0f, 0.10f); dpl2d_AddPoint(m, 0.0f, 0.16f);
dpl2d_AddPoint(m, 0.0f, -0.10f); dpl2d_AddPoint(m, 0.0f, -0.16f);
dpl2d_CloseLines(m);
dpl2d_SetLineWidth(m, 1.0f);
// the RIGHT range ladder (13 ticks up the right side, dir 3 = -y travel)
BTReticleTickLadder(m, kRetTicksR, 1, kRetScaleY,
kRetOriginX, kRetOriginY, 3, kRetTickMinor, kRetTickMajor);
// the range CARET (yellow triangle; its called list holds the live
// translate the Draw rebuilds each frame from the target range)
dpl2d_PushState(m);
dpl2d_SetLineWidth(m, 2.0f);
dpl2d_SetColor(m, 0.75f, 0.75f, 0.0f);
dpl2d_CallList(m, rangeCaretR);
dpl2d_OpenPolyline(m);
dpl2d_AddPoint(m, kRetOriginX - kRetTickMajor, kRetOriginY);
dpl2d_AddPoint(m, kRetOriginX - kRetCaret - kRetTickMajor, kRetOriginY + kRetCaret);
dpl2d_AddPoint(m, kRetOriginX - kRetCaret - kRetTickMajor, kRetOriginY - kRetCaret);
dpl2d_ClosePolyline(m);
dpl2d_PopState(m);
// the BOTTOM heading ladder (21 ticks across, dir 0 = +x travel)
BTReticleTickLadder(m, kRetTicksB, 1, kRetBotSpan,
kRetBotX, kRetBotY, 0, kRetTickMinor, kRetTickMajor);
// the heading carets (over/under triangles at the ladder centre, shifted
// by the called heading translate)
{
float cx = kRetBotX + kRetBotSpan * 0.5f; // _DAT_004cd7f8 = 0.5 [T1]
dpl2d_PushState(m);
dpl2d_SetLineWidth(m, 2.0f);
dpl2d_SetColor(m, 0.75f, 0.75f, 0.0f);
dpl2d_CallList(m, rangeCaretB);
dpl2d_OpenPolyline(m);
dpl2d_AddPoint(m, cx, kRetBotY - kRetTickMajor);
dpl2d_AddPoint(m, cx + kRetCaret, kRetBotY - kRetCaret - kRetTickMajor);
dpl2d_AddPoint(m, cx - kRetCaret, kRetBotY - kRetCaret - kRetTickMajor);
dpl2d_ClosePolyline(m);
dpl2d_OpenPolyline(m);
dpl2d_AddPoint(m, cx, kRetBotY + kRetTickMajor);
dpl2d_AddPoint(m, cx + kRetCaret, kRetBotY + kRetCaret + kRetTickMajor);
dpl2d_AddPoint(m, cx - kRetCaret, kRetBotY + kRetCaret + kRetTickMajor);
dpl2d_ClosePolyline(m);
dpl2d_PopState(m);
}
// bottom-anchor group: a small arc + drop line under the centre
dpl2d_PushState(m);
dpl2d_CallList(m, bottomAnchor);
dpl2d_Circle(m, 0.0f, 0.0f, 0.03f, 0); // 0x3cf5c28f-family arc [T3 radius]
dpl2d_OpenLines(m);
dpl2d_AddPoint(m, 0.0f, -0.04f);
dpl2d_AddPoint(m, 0.0f, -0.005f);
dpl2d_CloseLines(m);
dpl2d_CallList(m, subBA);
dpl2d_PopState(m);
dpl2d_CallList(m, subB6);
dpl2d_CallList(m, headingList);
dpl2d_CallList(m, subB7);
dpl2d_End(m);
dpl2d_Compile(m);
//
// The green centre-ring sub-lists ([0xb8]/[0xb9]) -- the lock indicator
// rings the binary Execute swaps in on target state.
//
dpl2d_Begin(subB8, 1);
dpl2d_SetColor(subB8, 0.0f, 0.75f, 0.0f);
dpl2d_Circle(subB8, 0.0f, 0.0f, 0.12f, 0);
dpl2d_End(subB8); dpl2d_Compile(subB8);
dpl2d_Begin(subB9, 1);
dpl2d_SetColor(subB9, 0.0f, 0.75f, 0.0f);
dpl2d_Circle(subB9, 0.0f, 0.0f, 0.12f, 0);
dpl2d_OpenLines(subB9);
dpl2d_AddPoint(subB9, 0.14f, 0.0f); dpl2d_AddPoint(subB9, 0.10f, 0.0f);
dpl2d_AddPoint(subB9, -0.14f, 0.0f); dpl2d_AddPoint(subB9, -0.10f, 0.0f);
dpl2d_AddPoint(subB9, 0.0f, 0.14f); dpl2d_AddPoint(subB9, 0.0f, 0.10f);
dpl2d_AddPoint(subB9, 0.0f, -0.14f); dpl2d_AddPoint(subB9, 0.0f, -0.10f);
dpl2d_CloseLines(subB9);
dpl2d_End(subB9); dpl2d_Compile(subB9);
//
// The off-screen turn ARROWS ([0x9f]/[0xa0]) -- big width-12 chevrons at
// x = +-1.2..1.5 (screen edges), half-alpha; positioned/enabled by the
// un-exported Execute -> built but not drawn statically.
//
dpl2d_Begin(leftArrow, 1);
dpl2d_SetLineWidth(leftArrow, 12.0f);
dpl2d_OpenLines(leftArrow);
dpl2d_AddPoint(leftArrow, -1.2f, -0.30011f);
dpl2d_AddPoint(leftArrow, -1.5f, 0.0f);
dpl2d_AddPoint(leftArrow, -1.5f, 0.0f);
dpl2d_AddPoint(leftArrow, -1.2f, 0.30011f);
dpl2d_CloseLines(leftArrow);
dpl2d_SetLineWidth(leftArrow, 1.0f);
dpl2d_End(leftArrow); dpl2d_Compile(leftArrow);
dpl2d_Begin(rightArrow, 1);
dpl2d_SetLineWidth(rightArrow, 12.0f);
dpl2d_OpenLines(rightArrow);
dpl2d_AddPoint(rightArrow, 1.2f, 0.30011f);
dpl2d_AddPoint(rightArrow, 1.5f, 0.0f);
dpl2d_AddPoint(rightArrow, 1.5f, 0.0f);
dpl2d_AddPoint(rightArrow, 1.2f, -0.30011f);
dpl2d_CloseLines(rightArrow);
dpl2d_SetLineWidth(rightArrow, 1.0f);
dpl2d_End(rightArrow); dpl2d_Compile(rightArrow);
// empty placeholders (filled per frame / on lock)
dpl2d_Begin(crossList, 1); dpl2d_End(crossList); dpl2d_Compile(crossList);
dpl2d_Begin(aimDotList, 1); dpl2d_End(aimDotList); dpl2d_Compile(aimDotList);
dpl2d_Begin(rangeCaretR, 1); dpl2d_End(rangeCaretR); dpl2d_Compile(rangeCaretR);
dpl2d_Begin(rangeCaretB, 1); dpl2d_End(rangeCaretB); dpl2d_Compile(rangeCaretB);
dpl2d_Begin(headingList, 1); dpl2d_End(headingList); dpl2d_Compile(headingList);
dpl2d_Begin(bottomAnchor,1); dpl2d_End(bottomAnchor);dpl2d_Compile(bottomAnchor);
dpl2d_Begin(subB6, 1); dpl2d_End(subB6); dpl2d_Compile(subB6);
dpl2d_Begin(subB7, 1); dpl2d_End(subB7); dpl2d_Compile(subB7);
dpl2d_Begin(subBA, 1); dpl2d_End(subBA); dpl2d_Compile(subBA);
}
BTReticleRenderable::~BTReticleRenderable()
{
if (gBTReticle == this)
gBTReticle = 0;
}
//
// Per-frame draw. Rebuild the live translate lists (the range caret slides
// along its ladder with the target range -- the ctor's translate(0,
// -scaleY * rangeFraction) at @4608-4613), then draw the master, then each
// weapon's pip: the LIT pip (list A) while its within-range flag is up, the
// dark ring (list B) otherwise. [T3 dynamics / T1 geometry]
//
void
BTReticleRenderable::Draw(struct IDirect3DDevice9 *device)
{
// the range caret translate, from the live target range
Scalar range = (rangeAttr2 != 0) ? *rangeAttr2 : 0.0f;
if (range < minRange) range = minRange;
if (range > maxRange) range = maxRange;
Scalar frac = (range - minRange) / (maxRange - minRange);
Scalar six[6] = { 1, 0, 0, 1, 0, -scaleY * frac };
dpl2d_Begin(rangeCaretR, 1);
dpl2d_ConcatMatrix(rangeCaretR, six);
dpl2d_End(rangeCaretR);
dpl2d_Compile(rangeCaretR);
dpl2d_ExecuteList(masterList, device);
for (int i = 0; i < weaponCount; ++i)
{
int inRange = 0;
if (withinRangePtr[i] != 0) // [0x18c] TargetWithinRange
inRange = (*withinRangePtr[i] != 0);
dpl2d_ExecuteList(inRange ? pipDisplayListA[i] : pipDisplayListB[i], device);
}
}
//
// The render-loop hook: draw the player's reticle over the finished 3D frame,
// COCKPIT VIEW ONLY (the 1996 build constructed it only for insideEntity).
//
void BTDrawReticle(struct IDirect3DDevice9 *device)
{
if (gBTReticle != 0 && gBTHudInside)
gBTReticle->Draw(device);
}
//
// Build the player's reticle + register one pip per weapon (the 1996 wiring:
// @part_014.c:5386-5436). The binary's gate is IsDerivedFrom(0x511830) --
// MechWeapon::ClassDerivations [T1: the loop hard-aborts on missing
// WeaponRange/PipPosition/... attrs, which only MechWeapons publish] -- so
// EVERY mounted weapon registers a pip: lasers, PPCs AND missile launchers.
// Per weapon it reads WeaponRange / PipPosition / TargetWithinRange /
// PipExtendedRange / PipColor / SimulationState (attrs 1 + 0x1c) / RearFiring;
// mode 1 = front (RearFiring==0), which every BLH weapon is.
//
BTReticleRenderable *BTBuildReticle(Entity *mech)
{
if (gBTReticle != 0)
return gBTReticle;
extern void BTSetHudTargetRange(Scalar range); // (self; range fed by mech4)
extern Scalar gBTHudRangeStorage; // defined below
gBTReticle = new BTReticleRenderable(mech, &gBTHudRangeStorage);
Mech *m = (Mech *)mech;
for (int wi = 0; wi < m->GetSubsystemCount(); ++wi)
{
Subsystem *ws = m->GetSubsystem(wi);
if (ws == 0)
continue;
if (!ws->IsDerivedFrom(MechWeapon::ClassDerivations)) // 0x511830
continue;
MechWeapon *wp = (MechWeapon *)ws;
RGBColor pc = wp->PipColor();
float r = (float)pc.Red, g = (float)pc.Green, b = (float)pc.Blue;
if (r < 0.0f || g < 0.0f || b < 0.0f) { r = 0.78f; g = 0.08f; b = 0.02f; }
gBTReticle->AddWeapon(
wp->WeaponRange(),
wp->PipPosition(),
(int *)wp->WithinRangePtr(),
wp->PipExtendedRange(),
r, g, b,
(int *)wp->SimulationStatePtr(), // attr 0x1c "SimulationState"
2, 3,
(int *)wp->SimulationStatePtr(), // attr 1 "SimulationState"
1,
1 /* front (RearFiring==0 on every BLH weapon) */);
}
DEBUG_STREAM << "[hud] reticle built: " << gBTReticle->WeaponCount()
<< " weapon pip(s) registered\n" << std::flush;
return gBTReticle;
}
// the live target-range storage the reticle's caret binds to
Scalar gBTHudRangeStorage = 0.0f;
//
//#############################################################################
// BTReticleRenderable::AddWeapon
@@ -951,19 +1309,19 @@ void BTSwapMechToWreck(Entity *victim)
//
void
BTReticleRenderable::AddWeapon(
Scalar weapon_range,
int pip_position,
StateIndicator *within_range_attr,
int extended_range,
Scalar pip_red,
Scalar weapon_range, // param_2
int pip_position, // param_3
int *within_range_value, // param_4 TargetWithinRange
int extended_range, // param_5 PipExtendedRange
Scalar pip_red, // param_6..8 PipColor
Scalar pip_green,
Scalar pip_blue,
StateIndicator *sim_state,
int arg9, // constant 2 from caller
int arg10, // constant 3 from caller
StateIndicator *sim_state2,
int arg12, // constant 1 from caller
int weapon_mode) // 1 front / 2 rear
int *alarm_value, // param_9 weapon attr 0x1c
int const2, // param_10 (constant 2)
int const3, // param_11 (constant 3)
int *sim_state_value, // param_12 weapon attr 1
int const1, // param_13 (constant 1)
int weapon_mode) // param_14 (1 front / 2 rear)
{
if (this->weaponCount /* [0x38] */ >= 10)
{
@@ -973,18 +1331,20 @@ void
int n = this->weaponCount;
//
// Record this weapon's control attributes in the parallel arrays.
// Record this weapon's control state in the parallel arrays -- the exact
// store order of @004cdac0 (part_014.c:4827-4837). The binary read the
// two attr objects' values at +0x14; the port takes value pointers direct.
//
this->pipColor[n] /* [0x64+n*4] */ = pip_red;
this->withinRangeAttr[n] /* [0x8c+n*4] */ = within_range_attr;
this->simState[n] /* [0xb4+n*4] */ = sim_state;
this->simState2Ptr[n] /* [0x130+n*4] */ = sim_state2;
this->simState2Value[n] /* [0xdc+n*4] */ = *(int *)(sim_state2 + 0x14);
this->arg12Ptr[n] /* [0x158+n*4] */ = arg12;
this->arg12Value[n] /* [0x104+n*4] */ = *(int *)(arg12 + 0x14);
this->rangeAttr[n] /* [0x18c+n*4] */ = (Scalar *)within_range_attr; // param_4
this->rangeCache[n] /* [0x1b4+n*4] */ = *(Scalar *)within_range_attr;
this->weaponMode[n] /* [0x3c+n*4] */ = weapon_mode;
this->stateConst3[n] /* [0x64+n*4] = param_11 */ = const3;
this->stateConst2[n] /* [0x8c+n*4] = param_10 */ = const2;
this->stateConst1[n] /* [0xb4+n*4] = param_13 */ = const1;
this->alarmAttr[n] /* [0x130+n*4] = param_9 */ = alarm_value;
this->alarmCache[n] /* [0xdc+n*4] = *(param_9+0x14) */ = *alarm_value;
this->simStateAttr[n] /* [0x158+n*4] = param_12 */ = sim_state_value;
this->simStateCache[n] /* [0x104+n*4] = *(param_12+0x14) */ = *sim_state_value;
this->withinRangePtr[n] /* [0x18c+n*4] = param_4 */ = within_range_value;
this->withinRangeCache[n] /* [0x1b4+n*4] = *param_4 */ = *within_range_value;
this->weaponMode[n] /* [0x3c+n*4] = param_14 */ = weapon_mode;
dpl2d_DISPLAY *pip_list = dpl2d_NewDisplayList(); // FUN_00487f34
dpl2d_DISPLAY *arc_list = dpl2d_NewDisplayList();
@@ -1352,6 +1712,12 @@ void
DEBUG_STREAM << "[view] " << (inside ? "COCKPIT eyepoint" : "external chase")
<< (mCamera == mEyeCockpit ? " (cockpit live)" : " (chase live)")
<< "\n" << std::flush;
// the HUD overlay draws in the cockpit view only
{
extern void BTSetHudInside(int inside);
BTSetHudInside(mCamera == mEyeCockpit ? 1 : 0);
}
}
//
+89 -47
View File
@@ -453,75 +453,117 @@ class BTReticleRenderable:
public VideoRenderable
{
public:
BTReticleRenderable( // @004cc40c
//
// PORT ctor. The binary ctor (@004cc40c, 15 args) received the mech's
// TargetReticle attribute + 8 HUD-subsystem attributes; its CALIBRATION
// however is its own hardcoded constants (0.35/0.25/0.5/0.016/0.008 --
// the pip-row origin/scale and the two tick-ladder frames), which this
// port ctor reproduces directly. The one live input the glyphs consume
// is the target RANGE (drives the range-scale caret); it binds to a
// Scalar the targeting step updates. The 3D marker chain + the
// PNAME1-8.bgf pip meshes (the floating 3D target designator) are a
// separate deferred piece -- see phases/phase-02-dpl2d-reticle.md.
//
BTReticleRenderable( // @004cc40c (port signature)
Entity *entity,
int execution_type,
Reticle **my_reticle,
dpl_VIEW *this_view,
void *pip_position_template,
void *pip_color_template,
void *range_template,
void *range_lo_template,
void *range_hi_template,
Scalar max_range,
int flag,
void *sim_template_a,
void *sim_template_b,
void *sim_template_c);
Scalar *range_attr);
~BTReticleRenderable();
//
// Per-frame draw (the binary Execute @004cdcf0 is in an UN-EXPORTED
// gap; the dynamics here are [T3]: draw the master reticle, then each
// weapon's lit pip when its within-range flag is up, else the dark
// ring). Called from the render loop, cockpit view only.
//
void
Draw(struct IDirect3DDevice9 *device);
int WeaponCount() const { return weaponCount; }
//
// Append a weapon range/pip marker to the reticle. @004cdac0
// Parameter order/count is the binary's; the two attr-object args
// (param_9 / param_12 -- weapon attrs 0x1c and 1, BOTH named
// "SimulationState" per the caller's abort strings @51d526/51d577)
// are adapted to direct value pointers (the binary read the value at
// attr+0x14; we have no 1995 attr-object layout -- databinding trap).
// The caller passes the constants 2 / 3 / 1 verbatim.
//
void
AddWeapon(
Scalar weapon_range,
int pip_position,
StateIndicator *within_range_attr,
int extended_range,
Scalar pip_red,
Scalar weapon_range, // param_2
int pip_position, // param_3
int *within_range_value, // param_4 TargetWithinRange
int extended_range, // param_5 PipExtendedRange
Scalar pip_red, // param_6..8 PipColor
Scalar pip_green,
Scalar pip_blue,
StateIndicator *sim_state,
int arg9,
int arg10,
StateIndicator *sim_state2,
int arg12,
int weapon_mode);
void
Execute();
int *alarm_value, // param_9 weapon attr 0x1c
int const2, // param_10 (constant 2)
int const3, // param_11 (constant 3)
int *sim_state_value, // param_12 weapon attr 1
int const1, // param_13 (constant 1)
int weapon_mode); // param_14 (1 front / 2 rear)
protected:
//
// Per-weapon parallel arrays (cap 10).
// Per-weapon parallel arrays (cap 10). Slot mapping is the verified
// store order of AddWeapon @004cdac0 (part_014.c:4827-4837) [T1]; the
// three caller constants and the cached attr values are consumed by the
// UN-EXPORTED Execute @004cdcf0, so their semantics are [T4].
//
int weaponCount; // +0x38
int weaponMode[10]; // +0x3c
Scalar pipColor[10]; // +0x64
StateIndicator *withinRangeAttr[10]; // +0x8c
StateIndicator *simState[10]; // +0xb4
int simState2Value[10]; // +0xdc
int arg12Value[10]; // +0x104
StateIndicator *simState2Ptr[10]; // +0x130
int arg12Ptr[10]; // +0x158
Scalar *rangeAttr[10]; // +0x18c
Scalar rangeCache[10]; // +0x1b4
int weaponMode[10]; // +0x3c param_14
int stateConst3[10]; // +0x64 param_11 (3)
int stateConst2[10]; // +0x8c param_10 (2)
int stateConst1[10]; // +0xb4 param_13 (1)
int alarmCache[10]; // +0xdc *param_9 at add time
int simStateCache[10]; // +0x104 *param_12 at add time
int *alarmAttr[10]; // +0x130 param_9
int *simStateAttr[10]; // +0x158 param_12
int *withinRangePtr[10]; // +0x18c param_4
int withinRangeCache[10]; // +0x1b4 *param_4 at add time
dpl2d_DISPLAY *pipDisplayListB[10]; // +0x288
dpl2d_DISPLAY *pipDisplayListA[10]; // +0x2b0
//
// Calibrated reticle geometry.
// Calibrated reticle geometry (the ctor's authentic constants).
//
Scalar originX; // +0x1fc
Scalar originY; // +0x200
Scalar scaleY; // +0x204
Scalar biasX; // +0x208
Scalar maxRange; // +0x22c
Scalar minRange; // +0x230
Scalar rangeScale; // +0x234
Scalar originX; // +0x1fc [0x7f] = 0.35
Scalar originY; // +0x200 [0x80] = 0.25
Scalar scaleY; // +0x204 [0x81] = 0.5
Scalar biasX; // +0x208 [0x82] = 0.016
Scalar maxRange; // +0x22c [0x8b] = 1200
Scalar minRange; // +0x230 [0x8c] = 0
Scalar rangeScale; // +0x234 [0x8f]
//
// The reticle's own display lists (the ctor's [0x97..0xa1, 0xb6..0xba]
// set, as transcribed) + the live range binding.
//
Scalar *rangeAttr2; // [0x89] the target-range source
dpl2d_DISPLAY *masterList; // [0x98] the composed reticle
dpl2d_DISPLAY *aimDotList; // [0x9a] centre aim dot
dpl2d_DISPLAY *rangeCaretR; // [0x9b] right-ladder caret
dpl2d_DISPLAY *rangeCaretB; // [0x9c] bottom-ladder carets
dpl2d_DISPLAY *headingList; // [0x9d] heading sub-list
dpl2d_DISPLAY *bottomAnchor; // [0x9e] bottom-ladder anchor
dpl2d_DISPLAY *leftArrow; // [0x9f] left range arrow
dpl2d_DISPLAY *rightArrow; // [0xa0] right range arrow
dpl2d_DISPLAY *crossList; // [0xa1] the dotted cross
dpl2d_DISPLAY *subB6; // [0xb6..0xba] aux sub-lists
dpl2d_DISPLAY *subB7;
dpl2d_DISPLAY *subB8; // [0xb8] green centre ring
dpl2d_DISPLAY *subB9; // [0xb9] green ring + cross
dpl2d_DISPLAY *subBA;
};
//
// The live reticle draw hook (called from the engine render loop after the
// 3D scene; draws only in the cockpit view).
//
extern void BTDrawReticle(struct IDirect3DDevice9 *device);
//
//#############################################################################
// BTL4VideoRenderer
+2 -20
View File
@@ -389,26 +389,8 @@ BTLightConnection::BTLightConnection(
Entity *entity, int, dpl_INSTANCE *, int, int *)
: BTRenderableBase(entity) {}
//===========================================================================//
// BTReticleRenderable ctor/dtor/Execute (AddWeapon lives in btl4vid.cpp).
//---------------------------------------------------------------------------//
// TODO(bring-up): real ctor @004cc40c builds the reticle 2D display lists.
//===========================================================================//
BTReticleRenderable::BTReticleRenderable(
Entity *entity, int, Reticle **, dpl_VIEW *,
void *, void *, void *, void *, void *, Scalar, int,
void *, void *, void *)
: VideoRenderable(entity, VideoRenderable::Dynamic), weaponCount(0)
{
}
BTReticleRenderable::~BTReticleRenderable()
{
}
void BTReticleRenderable::Execute()
{
}
// (BTReticleRenderable ctor/dtor/Draw now live in btl4vid.cpp -- the real
// @004cc40c reconstruction replaced the old bring-up stubs here.)
//===========================================================================//
// VideoComponent (legacy renderable base) -- declared in L4VIDRND.h but NOT
+23 -8
View File
@@ -341,6 +341,16 @@ namespace
Mat2x3 mat;
};
//
// COORDINATE MODEL (from the reticle's authored constants): centred origin,
// +x right, +y down, unit = half the viewport HEIGHT on both axes (keeps
// circles round; the reticle content spans roughly +-0.5).
//
inline float MapX(float x, float ox, float vw, float vh)
{ return ox + vw * 0.5f + x * (vh * 0.5f); }
inline float MapY(float y, float oy, float vh)
{ return oy + vh * 0.5f + y * (vh * 0.5f); }
void DrawVertexRun(IDirect3DDevice9 *device, const Command &cmd,
const ExecState &st, float ox, float oy, float vw, float vh)
{
@@ -352,7 +362,7 @@ namespace
{
Vec2 p = st.mat.Apply(cmd.verts[i].x, cmd.verts[i].y);
Vertex2D v;
v.x = ox + p.x * vw; v.y = oy + p.y * vh;
v.x = MapX(p.x, ox, vw, vh); v.y = MapY(p.y, oy, vh);
v.z = 0.0f; v.rhw = 1.0f; v.color = st.color;
verts.push_back(v);
}
@@ -389,11 +399,11 @@ namespace
}
void ExecuteListInner(Dpl2dList *self, IDirect3DDevice9 *device,
ExecState st, float ox, float oy, float vw, float vh, int depth)
ExecState &st, std::vector<ExecState> &stack,
float ox, float oy, float vw, float vh, int depth)
{
if (self == 0 || depth > 8)
return;
std::vector<ExecState> stack;
Vertex2D ring[kCircleSegments + 2];
for (size_t i = 0; i < self->commands.size(); ++i)
@@ -412,8 +422,12 @@ namespace
st.mat = Mat2x3::Mul(cmd.mat, st.mat);
break;
case Command::kCallList:
// INLINE include: a called list's state changes (matrices,
// colours) PERSIST into the caller -- the reticle's range
// caret is a called list holding just a translate that shifts
// the master's subsequent geometry.
ExecuteListInner((Dpl2dList *)cmd.callee, device,
st, ox, oy, vw, vh, depth + 1);
st, stack, ox, oy, vw, vh, depth + 1);
break;
case Command::kPoints:
case Command::kLineStrip:
@@ -424,9 +438,9 @@ namespace
case Command::kCircleOutline:
{
Vec2 p = st.mat.Apply(cmd.a, cmd.b);
const float cx = ox + p.x * vw;
const float cy = oy + p.y * vh;
const float r = cmd.c * vw; // width-relative -> stays round
const float cx = MapX(p.x, ox, vw, vh);
const float cy = MapY(p.y, oy, vh);
const float r = cmd.c * (vh * 0.5f); // height-unit -> stays round
if (cmd.kind == Command::kCircleFill)
{
ring[0].x = cx; ring[0].y = cy; ring[0].z = 0.0f;
@@ -497,8 +511,9 @@ void dpl2d_ExecuteList(dpl2d_DISPLAY *list, IDirect3DDevice9 *device)
st.color = 0xFFFFFFFF;
st.width = 1.0f;
st.mat.Identity();
std::vector<ExecState> stack;
ExecuteListInner(self, device,
st, (float)vp.X, (float)vp.Y, (float)vp.Width, (float)vp.Height, 0);
st, stack, (float)vp.X, (float)vp.Y, (float)vp.Width, (float)vp.Height, 0);
device->SetTexture(0, oldTex);
if (oldTex) oldTex->Release();
+3 -3
View File
@@ -678,7 +678,7 @@ Mech::Mech(
Wword(0x1e8) = Wword(0x1e9) = Wword(0x1ea) = 0;
heatableSubsystems.Construct(0); // FUN_004a4dab(this+0x1eb)
poweredSubsystems.Construct(0); // FUN_004a4df6(this+0x1ef)
weaponRoster.Construct(0); // FUN_004a4df6(this+0x1ef)
damageableSubsystems.Construct(0); // FUN_004a4e41(this+499)
for (int i = 0; i < 5; ++i) // FUN_0043ad4f x5
@@ -1033,12 +1033,12 @@ Mech::Mech(
heatableSubsystems.Add((Subsystem *)s);
}
}
for (int id = 2; id < subsystemCount; ++id) // powered roster
for (int id = 2; id < subsystemCount; ++id) // weapon roster (0x511830 = MechWeapon)
{
SubProxy *s = (SubProxy *)subsystemArray[id];
if (s != 0 && s->IsDerivedFrom(0x511830))
{
poweredSubsystems.Add((Subsystem *)s);
weaponRoster.Add((Subsystem *)s);
stateFlags |= s->capabilityFlags; // |= *(s+0x334) -> Wword(0x104)
}
}
+6 -1
View File
@@ -408,7 +408,12 @@ struct ShotDescriptor
ReconChain<Subsystem*> controllableSubsystems; // @0x65c this[0x197] (FUN_00427768)
ReconChain<Subsystem*> watchedSubsystems; // @0x6bc this[0x1af] (FUN_00427768)
ReconChain<Subsystem*> heatableSubsystems; // @0x7ac this[0x1eb] (class 0x51155c)
ReconChain<Subsystem*> poweredSubsystems; // @0x7bc this[0x1ef] (class 0x511830)
ReconChain<Subsystem*> weaponRoster; // @0x7bc this[0x1ef] (class 0x511830 =
// MechWeapon::ClassDerivations -- the
// reticle AddWeapon loop @part_014.c:5386
// asserts weapon attrs on every member.
// Was mislabeled "poweredSubsystems";
// PoweredSubsystem is 0x50f4bc.)
ReconChain<Subsystem*> damageableSubsystems; // @0x7cc this[499] (class 0x50e4fc)
int weaponCount; // @0x448 this[0x112]
+8
View File
@@ -2331,6 +2331,14 @@ void
MECH_TARGET_ENTITY(this) = gEnemyMech; // mech+0x388 (HasActiveTarget gate)
MECH_TARGET_SUBIDX(this) = -1; // mech+0x38c whole-mech target
// feed the HUD's range caret (the reticle's right-ladder pointer)
{
extern void BTSetHudTargetRange(Scalar range);
float hddx = enemyPos.x - localOrigin.linearPosition.x;
float hddz = enemyPos.z - localOrigin.linearPosition.z;
BTSetHudTargetRange((Scalar)sqrtf(hddx*hddx + hddz*hddz));
}
float ddx = enemyPos.x - localOrigin.linearPosition.x;
float ddy = enemyPos.y - localOrigin.linearPosition.y;
float ddz = enemyPos.z - localOrigin.linearPosition.z;
+1 -1
View File
@@ -787,7 +787,7 @@ void
{
// TODO(look-eyepoint): the commit block below writes the eyepoint pose at
// binary offsets whose Mech-member mapping is CONFLICTED (mech+0x360 is
// claimed by mechName, +0x410 by stateFlags, +0x7bc by poweredSubsystems --
// claimed by mechName, +0x410 by stateFlags, +0x7bc by weaponRoster --
// and the old draft even routed them through the TORSO pointer). Arbitrate
// those labels against the raw before enabling; the port has no eyepoint
// consumer yet. Look-state SELECTION above stays live (this-only).
+12
View File
@@ -241,6 +241,18 @@ class CockpitHud;
void MuzzlePoint(Point3D &p) { GetMuzzlePoint(p); }
const RGBColor &PipColor() const { return pipColor; }
//
// Reticle/HUD accessors (the pip registration wiring @part_014.c:5390:
// per weapon the 1996 build reads TargetWithinRange / WeaponRange /
// PipPosition / PipColor / PipExtendedRange / SimulationState).
//
Scalar WeaponRange() const { return weaponRange; }
int PipPosition() const { return pipPosition; }
int PipExtendedRange() const { return pipExtendedRange; }
void *WithinRangePtr() { return &targetWithinRange; }
void *WeaponAlarmPtr() { return &weaponAlarm; }
void *SimulationStatePtr() { return &simulationState; } // attr 1 / 0x1c ("SimulationState")
protected:
// @004b9864 -- build an aim orientation (atan2 of a direction vector).
+10 -1
View File
@@ -1,7 +1,16 @@
# Phase 02 — dpl2d API recovery + BTReticleRenderable reconstruction (task #35)
**Goal:** the main-view HUD (targeting reticle + up to 10 per-weapon pips).
**Status:** API fully recovered [T1]; ctor/Execute transcription + wiring IN PROGRESS.
**Status:** COMPLETE (steps 1-5 live, verified 2026-07-08). dpl2d opcode model + CallList
inline-include semantics in `game/reconstructed/dpl2d.cpp`; ctor glyph program + FUN_004cd938
tick-ladder helper transcribed in `btl4vid.cpp`; per-weapon registration via the binary's real
gate `IsDerivedFrom(0x511830 = MechWeapon::ClassDerivations)` (part_014.c:5386) — **7 pips** on
the BLH (3 lasers + 2 PPCs + 2 MissileLaunchers), AddWeapon @004cdac0 store map verified
(part_014.c:4827-4837; both state attrs are named "SimulationState", strings @51d526/51d577).
Draw hook = `BTDrawReticle(device)` after the 3D scene, cockpit view only. The binary Execute
@004cdcf0 is an UN-EXPORTED gap → Draw dynamics are best-effort [T3] (caret slide from live
target range; pip A lit on TargetWithinRange else ring B). Step 6 (blx_cop canopy shell) and the
PNAME1-8.bgf 3D pip meshes remain DEFERRED — tracked in context/open-questions.md.
## The recovered dpl2d recorder API (libDPL 2D display lists) [T1]
+1 -1
View File
@@ -40,7 +40,7 @@ def bounds(path):
% (path.split('\\')[-1], nverts, lo[0], hi[0], lo[1], hi[1], lo[2], hi[2]))
base = r'C:\git\bt411\content\VIDEO\GEO\%s'
for f in ['ERMLASER.BGF', 'PPC.BGF', 'LLASER.BGF', 'SLASER.BGF', 'MLASER.BGF']:
for f in ['BLX_COP.BGF']:
try:
bounds(base % f)
except Exception as e: