Boresight parallax FIXED + the #4/#5 verdict instrumentation (Gitea #16, #4, #5)

PARALLAX (#16): the pick/fire ray was anchored at mech.y+5.0 (a port
improvisation) while the sight line ran from the eyepoint (y=6.23) --
two parallel rays whose constant offset grew into the reported low-miss
as range closed (measured ry +0.072 @50u -> +1.54 @2.7u).  The decomp's
sight and pick share the eye origin (HudSimulation @4b7830 chain).  Fix:
the viewpoint mech's cockpit eye owns the aim-camera publish in BOTH
views, origin = its own eye translation; leveling + deliberate elevation
untouched; chase view now converges to cockpit ballistics (V cannot
change where shots land).  After: pick pinned to the crosshair (ry <=
5e-6) from 50u to point-blank; 26 laser + 8 missile center-mass hits at
3/4-screen.  Awaiting the reporters' approach-test.

VERDICT INSTRUMENTATION (#4 closed authentic, #5 verdict posted):
BT_RANGE_LOG per-frame pick tracing + BTGroundRayHitExact analytic
cross-check (0/8000 arena fall-throughs; cavern 6/8400 single-frame
grazes -- the 'crazy sliding' is the authentic world-pick + 500 m/s
slide over depth discontinuities); BT_AUD_TAIL StopNote/fade timing +
BT_FIRE_PULSE single-shot driver (the energy 'buzz' is the AUTHORED
charging loop: crescendo through recharge, 1.309s authored release,
measured within one frame).  CAVERN.EGG: solo cavern test egg.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-20 14:51:54 -05:00
co-authored by Claude Fable 5
parent d7158f1f82
commit 70eea6c1a4
13 changed files with 744 additions and 18 deletions
+36
View File
@@ -17,6 +17,19 @@
// per frame from AudioHead::Execute; a fade finishing (or being reclaimed by a
// restart) stops + rewinds the source so the next SetupPatch sees AL_INITIAL.
//
// [aud-tail] (Gitea #5 verdict harness, additive): BT_AUD_TAIL=1 gates
// timestamped play/stop/fade tracing so the audible tail past beam-off can be
// measured against the authored releaseSec. clock() is CRT wall-clock ms and
// matches the [aud-tail] emitter state-transition logs (emitter.cpp).
#include <ctime>
static bool AudTailLog()
{
static int s_on = -1;
if (s_on < 0) s_on = (getenv("BT_AUD_TAIL") != 0) ? 1 : 0;
return s_on != 0;
}
namespace
{
struct ReleaseFade
@@ -32,6 +45,10 @@ namespace
void FinishFade(ReleaseFade &fade)
{
if (AudTailLog())
DEBUG_STREAM << "[aud-tail] t=" << (long)clock() << "ms fade-END src="
<< fade.source << " after " << fade.elapsed << "/" << fade.duration
<< "s\n" << std::flush;
alSourceStop(fade.source);
alSourceRewind(fade.source);
alSourcef(fade.source, AL_GAIN, fade.gain0);
@@ -57,6 +74,10 @@ namespace
fade.duration = duration;
fade.elapsed = 0.0f;
fade.active = true;
if (AudTailLog())
DEBUG_STREAM << "[aud-tail] t=" << (long)clock() << "ms fade-START src="
<< source << " dur=" << duration << "s gain0=" << fade.gain0
<< "\n" << std::flush;
return;
}
}
@@ -315,6 +336,15 @@ void PatchLevelOfDetail::PlayNote(SourceSet sourceSet, int note)
{
alSourcePlay(sourceSet.sources[i]);
{ static int s_p=0; if (getenv("BT_AUDIO_LOG") && s_p++<30) DEBUG_STREAM << "[audio] PlayNote alSourcePlay src=" << sourceSet.sources[i] << " note=" << note << "\n" << std::flush; }
if (AudTailLog())
{
SAMPLEINFO zinfo = PRESET_getSampleInfo(bankID, patchID, i);
DEBUG_STREAM << "[aud-tail] t=" << (long)clock() << "ms PLAY src="
<< sourceSet.sources[i] << " bank=" << (int)bankID << " patch="
<< (int)patchID << " file=" << (zinfo.file ? zinfo.file : "?")
<< " loop=" << (int)(zinfo.loop == LoopAtWill)
<< " rel=" << zinfo.releaseSec << "s\n" << std::flush;
}
}
ALenum error = alGetError();
@@ -340,6 +370,12 @@ void PatchLevelOfDetail::StopNote(SourceSet sourceSet)
SAMPLEINFO info = PRESET_getSampleInfo(bankID,patchID,i);
ALenum state;
alGetSourcei(sourceSet.sources[i], AL_SOURCE_STATE, &state);
if (AudTailLog() && state == AL_PLAYING)
DEBUG_STREAM << "[aud-tail] t=" << (long)clock() << "ms STOP src="
<< sourceSet.sources[i] << " bank=" << (int)bankID << " patch="
<< (int)patchID << " file=" << (info.file ? info.file : "?")
<< " rel=" << info.releaseSec << "s -> "
<< ((info.releaseSec > 0.05f) ? "fade" : "cut") << "\n" << std::flush;
if (state == AL_PLAYING && info.releaseSec > 0.05f)
{
StartReleaseFade(sourceSet.sources[i], info.releaseSec);
+65
View File
@@ -133,6 +133,31 @@ static float gBTAimVpW = 0.0f; // D3D viewport (backbuffer) size --
static float gBTAimVpH = 0.0f; // the dpl2d frame's pixel space
static int gBTAimCamValid = 0;
// issue #16 (boresight parallax) diagnostics: the RENDER camera pose -- the
// frame the crosshair is actually drawn in (screen centre of the ACTIVE view).
// Published unconditionally by the active eye each frame; BT_PARALLAX_LOG
// projects the PICK point back into this view to measure how far the shot
// lands from the crosshair. A healthy boresight keeps the pick point pinned
// at reticle (0,0) in cockpit view from max range all the way in.
static float gBTRenderCamPos[3] = {0, 0, 0};
static float gBTRenderCamX[3] = {1, 0, 0}; // camera right
static float gBTRenderCamY[3] = {0, 1, 0}; // camera up
static float gBTRenderCamZ[3] = {0, 0, 1}; // camera BACK (view dir = -Z)
static int gBTRenderCamValid = 0;
void BTSetRenderCamera(const float pos[3], const float xax[3],
const float yax[3], const float zax[3])
{
for (int i = 0; i < 3; ++i)
{
gBTRenderCamPos[i] = pos[i];
gBTRenderCamX[i] = xax[i];
gBTRenderCamY[i] = yax[i];
gBTRenderCamZ[i] = zax[i];
}
gBTRenderCamValid = 1;
}
void BTSetAimCamera(const float pos[3], const float xax[3],
const float yax[3], const float zax[3])
{
@@ -263,6 +288,46 @@ int BTProjectToReticle(const float world[3], float *rx, float *ry)
return 1;
}
//
// issue #16 (boresight parallax) diag: world point -> reticle coords through
// the RENDER camera (the view the crosshair is drawn in), NOT the aim camera
// (projecting the pick point through the aim camera is trivially (0,0) --
// the pick point lies ON the aim ray). eyeOut receives the render eye
// position so the caller can log the true sight-line range. Same reticle
// frame as BTProjectToReticle (+y down; unit = half the viewport height).
//
int BTProjectToRenderView(const float world[3], float *rx, float *ry,
float eyeOut[3])
{
if (!gBTRenderCamValid || gBTAimP11 <= 0.0f || gBTAimP22 <= 0.0f
|| gBTAimVpH <= 0.0f)
{
*rx = 0.0f; *ry = 0.0f;
return 0;
}
if (eyeOut != 0)
for (int i = 0; i < 3; ++i)
eyeOut[i] = gBTRenderCamPos[i];
float rel[3];
for (int i = 0; i < 3; ++i)
rel[i] = world[i] - gBTRenderCamPos[i];
const float xc = rel[0]*gBTRenderCamX[0] + rel[1]*gBTRenderCamX[1] + rel[2]*gBTRenderCamX[2];
const float yc = rel[0]*gBTRenderCamY[0] + rel[1]*gBTRenderCamY[1] + rel[2]*gBTRenderCamY[2];
const float zc = rel[0]*gBTRenderCamZ[0] + rel[1]*gBTRenderCamZ[1] + rel[2]*gBTRenderCamZ[2];
const float depth = -zc; // camera looks down -Z
if (depth < 0.1f)
{
*rx = (xc >= 0.0f) ? 2.0f : -2.0f;
*ry = 0.0f;
return 0;
}
const float ndcX = (xc * gBTAimP11) / depth;
const float ndcY = (yc * gBTAimP22) / depth;
*rx = ndcX * BTGetPresentAspect();
*ry = -ndcY;
return 1;
}
//
// The target HOTBOX projection (the recovered reticle Execute @4cdff7-4ce0f9
// [T1]): project the box hugging the target's extents -- x +-4 around the
+87 -12
View File
@@ -16,6 +16,12 @@ float gBTEyeTwist = 0.0f;
// pitch from the pick ray -- this is the pilot's DELIBERATE pitch, re-applied
// after the leveling so aimed shots follow the R/F (stick-Y) elevation.
float gBTEyeElev = 0.0f;
// issue #16 (boresight parallax): non-zero while a BORESIGHT eye (the
// viewpoint mech's cockpit siteeyepoint, marked by SetBoresightEye) is alive
// and publishing the aim camera. While set, the active-camera fallback
// publish is suppressed -- the cockpit eyepoint owns the pick/sight ray in
// BOTH views, so toggling V cannot change ballistics.
int gBTBoresightEyeLive = 0;
#pragma hdrstop
#include "l4vidrnd.h"
@@ -5492,6 +5498,7 @@ DPLEyeRenderable::DPLEyeRenderable(
myEntity = This_Entity;
// myParentDCS = Parent_DCS;
myOrientationMatrix = Offset_Matrix;
mIsBoresightEye = false; // issue #16: set via SetBoresightEye
myEyepointRotation = eyepoint_rotation;
if(myEyepointRotation)
{
@@ -5610,6 +5617,30 @@ DPLEyeRenderable::~DPLEyeRenderable()
//// but Phil is making a patch to allow us to check that.
//// dpl_RemoveDCSFromDCS(myParentDCS, myDCS);
// dpl_DeleteDCS(myDCS);
// issue #16: a deleted boresight eye releases the aim-camera publish so
// the active camera's fallback path takes over (spectator / teardown)
// instead of the aim ray going permanently stale.
if (mIsBoresightEye)
{
extern int gBTBoresightEyeLive;
gBTBoresightEyeLive = 0;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// SetBoresightEye (issue #16 boresight parallax): mark this eye as the
// VIEWPOINT mech's cockpit eyepoint -- the owner of the aim-camera (pick/
// sight ray) publish in BOTH views. Tracks the process-wide latch that
// gates the active-camera fallback publish (a viewpoint without a cockpit
// eyepoint, e.g. a spectator camera).
//
void
DPLEyeRenderable::SetBoresightEye(bool is_boresight)
{
extern int gBTBoresightEyeLive;
mIsBoresightEye = is_boresight;
if (is_boresight)
gBTBoresightEyeLive = 1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// TestInstance for the DPLEyeRenderable
@@ -5805,13 +5836,42 @@ void
{
myDevice->SetTransform(D3DTS_VIEW, &view);
// issue #16 diag: publish the RENDER camera pose (the frame the
// crosshair is drawn in) for BT_PARALLAX_LOG's pick-point
// back-projection (BTProjectToRenderView). eyeW rows are
// right/up/BACK + translation (view = inverse(eyeW)).
{
extern void BTSetRenderCamera(const float pos[3], const float xax[3],
const float yax[3], const float zax[3]);
const float rp[3] = { eyeW._41, eyeW._42, eyeW._43 };
const float rxx[3] = { eyeW._11, eyeW._12, eyeW._13 };
const float ryy[3] = { eyeW._21, eyeW._22, eyeW._23 };
const float rzz[3] = { eyeW._31, eyeW._32, eyeW._33 };
BTSetRenderCamera(rp, rxx, ryy, rzz);
}
if (dbgEyeExec < 8)
DEBUG_STREAM << "[EYE] ACTIVE eye " << (void *)this
<< " (mCamera match) pos.y=" << pos.y << "\n" << std::flush;
}
// aim-ray feed (task #36): publish this eye's world pose --
// the LookAtRH basis (zaxis = back, view direction = -zaxis)
// -- for the reticle pick ray / designator projection.
// aim-ray feed (task #36): publish this eye's world pose --
// the LookAtRH basis (zaxis = back, view direction = -zaxis)
// -- for the reticle pick ray / designator projection.
//
// OWNERSHIP (issue #16, boresight parallax): the publish is owned by
// the BORESIGHT eye -- the viewpoint mech's cockpit siteeyepoint --
// in BOTH views (it executes in the mech's draw traversal every
// frame, active camera or not), so the chase view's ballistics are
// IDENTICAL to the cockpit's and the V toggle cannot change where a
// shot lands. Only when no boresight eye is alive (spectator /
// teardown) does the ACTIVE camera publish, with the legacy entity
// anchor as the origin.
{
extern int gBTBoresightEyeLive;
const bool aimOwner = mIsBoresightEye
|| (!gBTBoresightEyeLive && myRenderer->mCamera == this);
if (aimOwner)
{
extern void BTSetAimCamera(const float pos[3], const float xax[3],
const float yax[3], const float zax[3]);
@@ -5865,16 +5925,31 @@ void
D3DXVec3Normalize(&xax, &xax);
D3DXVec3Cross(&yax, &zax, &xax);
}
// ORIGIN: the guns fire from the MECH's torso, not the render
// eye. In CHASE view the eye sits behind+above the mech, so a
// ray from `pos` would start over the shoulder (and, being level,
// fly above a ground target). Anchor the boresight at the mech's
// XZ + a torso/gun height so the pick works in BOTH views (chase
// is the default; cockpit toggles with V). In cockpit view this
// is ~the eyepoint anyway.
float p[3] = { pos.x, pos.y, pos.z };
if (myEntity != 0)
// ORIGIN (issue #16, boresight parallax): the pick/sight ray
// starts at the TRUE EYEPOINT -- this eye's own world
// translation (eyeW row 4, the same origin the crosshair's
// view projects from). The binary's sight math runs in the
// eyepoint-segment frame: HudSimulation computes the
// designator HotBoxVector by transforming the target position
// with inverse(eyeSegToWorld @00424da8) o inverse(
// R(EyepointRotation)) (@004b7830, part_013.c:5688-5702), the
// VIEW is inverse(the live jointtorso->jointeye->siteeyepoint
// chain) (FUN_004c22c4 @part_013.c:11742), and the fired beam
// CONVERGES from the muzzle segment to the picked point
// (@004bace8:7742-7752) -- so pick ray and sight line share
// the eye origin. The old `mech.y + 5.0` anchor (a port
// improvisation) sat BELOW the sight line: a constant
// vertical offset whose angular error grew as range closed --
// shots landing LOW under the target up close (Gitea #16).
// Measured pre-fix: the pick point slid down the reticle
// ry=+0.07 @ 50u -> +0.32 @ 10u -> +1.5 @ 2.7u.
float p[3] = { eyeW._41, eyeW._42, eyeW._43 };
if (!mIsBoresightEye && myEntity != 0)
{
// no cockpit eyepoint alive (spectator/camera director):
// legacy entity anchor -- this camera sits behind/above,
// so a ray from its own origin would start over the
// shoulder.
p[0] = myEntity->localToWorld(3,0);
p[1] = myEntity->localToWorld(3,1) + 5.0f; // feet -> torso/gun height
p[2] = myEntity->localToWorld(3,2);
+10
View File
@@ -1716,7 +1716,17 @@ public:
virtual void
Execute();
// issue #16 (boresight parallax): mark the VIEWPOINT mech's cockpit
// eyepoint (siteeyepoint) as the BORESIGHT eye -- it publishes the aim
// camera (pick/sight ray) every frame in BOTH views, so the V toggle
// cannot change ballistics. Defined in L4VIDRND.cpp (tracks the
// gBTBoresightEyeLive fallback latch).
void
SetBoresightEye(bool is_boresight);
protected:
bool mIsBoresightEye; // issue #16: this eye owns the aim-camera publish
dpl_DCS
*myDCS,
*myParentDCS;