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>
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co-authored by
Claude Fable 5
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d7158f1f82
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70eea6c1a4
@@ -16,6 +16,12 @@ float gBTEyeTwist = 0.0f;
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// pitch from the pick ray -- this is the pilot's DELIBERATE pitch, re-applied
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// after the leveling so aimed shots follow the R/F (stick-Y) elevation.
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float gBTEyeElev = 0.0f;
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// issue #16 (boresight parallax): non-zero while a BORESIGHT eye (the
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// viewpoint mech's cockpit siteeyepoint, marked by SetBoresightEye) is alive
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// and publishing the aim camera. While set, the active-camera fallback
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// publish is suppressed -- the cockpit eyepoint owns the pick/sight ray in
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// BOTH views, so toggling V cannot change ballistics.
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int gBTBoresightEyeLive = 0;
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#pragma hdrstop
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#include "l4vidrnd.h"
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@@ -5492,6 +5498,7 @@ DPLEyeRenderable::DPLEyeRenderable(
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myEntity = This_Entity;
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// myParentDCS = Parent_DCS;
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myOrientationMatrix = Offset_Matrix;
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mIsBoresightEye = false; // issue #16: set via SetBoresightEye
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myEyepointRotation = eyepoint_rotation;
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if(myEyepointRotation)
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{
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@@ -5610,6 +5617,30 @@ DPLEyeRenderable::~DPLEyeRenderable()
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//// but Phil is making a patch to allow us to check that.
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//// dpl_RemoveDCSFromDCS(myParentDCS, myDCS);
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// dpl_DeleteDCS(myDCS);
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// issue #16: a deleted boresight eye releases the aim-camera publish so
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// the active camera's fallback path takes over (spectator / teardown)
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// instead of the aim ray going permanently stale.
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if (mIsBoresightEye)
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{
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extern int gBTBoresightEyeLive;
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gBTBoresightEyeLive = 0;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// SetBoresightEye (issue #16 boresight parallax): mark this eye as the
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// VIEWPOINT mech's cockpit eyepoint -- the owner of the aim-camera (pick/
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// sight ray) publish in BOTH views. Tracks the process-wide latch that
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// gates the active-camera fallback publish (a viewpoint without a cockpit
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// eyepoint, e.g. a spectator camera).
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//
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void
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DPLEyeRenderable::SetBoresightEye(bool is_boresight)
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{
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extern int gBTBoresightEyeLive;
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mIsBoresightEye = is_boresight;
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if (is_boresight)
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gBTBoresightEyeLive = 1;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// TestInstance for the DPLEyeRenderable
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@@ -5805,13 +5836,42 @@ void
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{
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myDevice->SetTransform(D3DTS_VIEW, &view);
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// issue #16 diag: publish the RENDER camera pose (the frame the
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// crosshair is drawn in) for BT_PARALLAX_LOG's pick-point
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// back-projection (BTProjectToRenderView). eyeW rows are
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// right/up/BACK + translation (view = inverse(eyeW)).
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{
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extern void BTSetRenderCamera(const float pos[3], const float xax[3],
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const float yax[3], const float zax[3]);
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const float rp[3] = { eyeW._41, eyeW._42, eyeW._43 };
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const float rxx[3] = { eyeW._11, eyeW._12, eyeW._13 };
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const float ryy[3] = { eyeW._21, eyeW._22, eyeW._23 };
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const float rzz[3] = { eyeW._31, eyeW._32, eyeW._33 };
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BTSetRenderCamera(rp, rxx, ryy, rzz);
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}
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if (dbgEyeExec < 8)
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DEBUG_STREAM << "[EYE] ACTIVE eye " << (void *)this
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<< " (mCamera match) pos.y=" << pos.y << "\n" << std::flush;
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}
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// aim-ray feed (task #36): publish this eye's world pose --
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// the LookAtRH basis (zaxis = back, view direction = -zaxis)
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// -- for the reticle pick ray / designator projection.
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// aim-ray feed (task #36): publish this eye's world pose --
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// the LookAtRH basis (zaxis = back, view direction = -zaxis)
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// -- for the reticle pick ray / designator projection.
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//
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// OWNERSHIP (issue #16, boresight parallax): the publish is owned by
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// the BORESIGHT eye -- the viewpoint mech's cockpit siteeyepoint --
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// in BOTH views (it executes in the mech's draw traversal every
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// frame, active camera or not), so the chase view's ballistics are
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// IDENTICAL to the cockpit's and the V toggle cannot change where a
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// shot lands. Only when no boresight eye is alive (spectator /
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// teardown) does the ACTIVE camera publish, with the legacy entity
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// anchor as the origin.
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{
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extern int gBTBoresightEyeLive;
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const bool aimOwner = mIsBoresightEye
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|| (!gBTBoresightEyeLive && myRenderer->mCamera == this);
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if (aimOwner)
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{
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extern void BTSetAimCamera(const float pos[3], const float xax[3],
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const float yax[3], const float zax[3]);
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@@ -5865,16 +5925,31 @@ void
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D3DXVec3Normalize(&xax, &xax);
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D3DXVec3Cross(&yax, &zax, &xax);
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}
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// ORIGIN: the guns fire from the MECH's torso, not the render
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// eye. In CHASE view the eye sits behind+above the mech, so a
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// ray from `pos` would start over the shoulder (and, being level,
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// fly above a ground target). Anchor the boresight at the mech's
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// XZ + a torso/gun height so the pick works in BOTH views (chase
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// is the default; cockpit toggles with V). In cockpit view this
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// is ~the eyepoint anyway.
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float p[3] = { pos.x, pos.y, pos.z };
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if (myEntity != 0)
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// ORIGIN (issue #16, boresight parallax): the pick/sight ray
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// starts at the TRUE EYEPOINT -- this eye's own world
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// translation (eyeW row 4, the same origin the crosshair's
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// view projects from). The binary's sight math runs in the
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// eyepoint-segment frame: HudSimulation computes the
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// designator HotBoxVector by transforming the target position
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// with inverse(eyeSegToWorld @00424da8) o inverse(
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// R(EyepointRotation)) (@004b7830, part_013.c:5688-5702), the
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// VIEW is inverse(the live jointtorso->jointeye->siteeyepoint
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// chain) (FUN_004c22c4 @part_013.c:11742), and the fired beam
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// CONVERGES from the muzzle segment to the picked point
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// (@004bace8:7742-7752) -- so pick ray and sight line share
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// the eye origin. The old `mech.y + 5.0` anchor (a port
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// improvisation) sat BELOW the sight line: a constant
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// vertical offset whose angular error grew as range closed --
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// shots landing LOW under the target up close (Gitea #16).
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// Measured pre-fix: the pick point slid down the reticle
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// ry=+0.07 @ 50u -> +0.32 @ 10u -> +1.5 @ 2.7u.
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float p[3] = { eyeW._41, eyeW._42, eyeW._43 };
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if (!mIsBoresightEye && myEntity != 0)
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{
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// no cockpit eyepoint alive (spectator/camera director):
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// legacy entity anchor -- this camera sits behind/above,
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// so a ray from its own origin would start over the
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// shoulder.
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p[0] = myEntity->localToWorld(3,0);
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p[1] = myEntity->localToWorld(3,1) + 5.0f; // feet -> torso/gun height
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p[2] = myEntity->localToWorld(3,2);
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