diff --git a/context/cockpit-view.md b/context/cockpit-view.md index c3e0d45..9f3da76 100644 --- a/context/cockpit-view.md +++ b/context/cockpit-view.md @@ -87,11 +87,17 @@ inverse(eyeWorld)`. No LookAt anywhere. (pos=(0.1,0.15,0.1), neg=(−0.1,−0.15,−0.1) — same for madcat AND bhk1) → the eye equilibrium is (0,0,0) and the clamps limit gyro motion to ±0.1..0.15u. The gyro is a BOUNCE/sway mechanism, NOT a large steady offset. The authentic resting eye = raw baseOffset for every mech. -- **bhk1/owens/sunder/vulture (+ loki partial): STILL blocked at rest** — cause now known NOT to - be the gyro. `BT_EYE_FWD=0.6` still reveals the correct bhk1 view, so the eye-vs-canopy - relationship is off by ~0.6u for that group by some OTHER mechanism (candidates: a joint in the - siteeyepoint parent chain we don't pose, per-mech skeleton rest differences, or the canopy - authored for a view state we don't replicate). OPEN. +- **RESOLVED (2026-07-11): the PUNCH patches are the transparent WINDOWS.** Rendering every + shell OFFLINE from its mech's AUTHORED eye (scratchpad/cop_eyeview.py, faces coloured by punch + flag) showed the punch panes sitting exactly over the window apertures in all 8 mechs, with the + visible frame = ONLY the non-punch geometry. The loader now DROPS the punch batches of `_cop` + meshes (bgfload finish(), `BT_COP_KEEPPUNCH=1` keeps them for diag). In-game sweep on pure + defaults, all 8 mechs [T2]: **madcat** = the dark dome frame (matches footage); **thor** = + floating brace remnants (authentic; its frame bits are the small non-punch patches); **owens** = + dash strip; **sunder** = two side pillars; **bhk1/loki/vulture/avatar** = authentically + FRAMELESS (all-punch canopies — the pod showed no frame for those mechs). NOTE: an + early-session in-game test "disproving" drop-punch ran with the broken pre-inverse eye — its + conclusion was wrong and cost a detour; with the authentic eye the drop is plainly right. - **Hit-bounce: LIVE and verified [T2] (2026-07-11).** The damage→gyro fan-out **FUN_004b2980** was re-disassembled byte-exact from the raw image (capstone; scratchpad/dis_4b2980.py) and reconstructed as `Gyroscope::ApplyDamageResponse` (gyro.cpp): zero-damage + Collision(0) no-op; diff --git a/context/open-questions.md b/context/open-questions.md index 90dbe6e..38755db 100644 --- a/context/open-questions.md +++ b/context/open-questions.md @@ -74,11 +74,11 @@ authentic path scoped. inverse view) + single-sided inward-wound lattice + dark `softer` ramp = the dark frame with the world through the openings, verified vs gameplay footage; shows by DEFAULT now (`BT_HIDE_COCKPIT=1` hides). NOTE the old claim here ("canopy windows are punch texels") was - WRONG — the shell has no texture; the openings are geometry. STILL OPEN: the non-Madcat mechs' - views render dark/blocked — NOT an eye-placement bug (disproven: the gyro equilibrium is zero, - and the per-mech eye placement is verified EXACT against the SKL jointeye offsets, incl. the - Thor's authored +1.13 lateral offset cockpit — [[cockpit-view]] §offset-cockpits). It is a - canopy-RENDER question (how those shells read from inside). (b) the **3D marker + WRONG — the shell has no texture; the openings are geometry. ✅ RESOLVED (2026-07-11): the + PUNCH patches are the transparent WINDOWS (dropped by the loader); the frame = the non-punch + geometry only. All 8 mechs render their authentic canopy — madcat's dome, thor/owens/sunder's + brace/dash remnants, and the authentically FRAMELESS bhk1/loki/vulture/avatar. Eye placement + verified exact per-mech incl. Thor's +1.13 offset cockpit ([[cockpit-view]]). (b) the **3D marker chain** ([0x31c]/[0x320] dpl objects + the PNAME1-8.bgf player-name meshes over the locked target — matters for MP). (c) the compass rotation SIGN is derived-not-verified [T3] (turn left → the stem should swing right; flip the sin sign in Draw if footage disagrees). diff --git a/engine/MUNGA_L4/bgfload.cpp b/engine/MUNGA_L4/bgfload.cpp index d3c9b54..e0c88d1 100644 --- a/engine/MUNGA_L4/bgfload.cpp +++ b/engine/MUNGA_L4/bgfload.cpp @@ -1075,6 +1075,32 @@ struct Builder { } void finish() { + // COCKPIT WINDSHIELD = THE PUNCH PATCHES (task #55, resolved 2026-07-11): on the + // texture-less black-diffuse canopy shells, dpl_Punchize renders the tagged + // geogroup as HOLES -- the punch patches are the transparent WINDOWS, and the + // visible frame is ONLY the non-punch geometry. Verified by rendering every + // shell from its mech's AUTHORED eye (SKL [jointeye] translation, incl. the + // Thor's +1.13 offset cockpit): the punch panes sit exactly over the window + // apertures in all 8 mechs; dropping them yields the Madcat's dome frame + // (non-punch) and the authentically FRAMELESS views of the all-punch shells + // (bhk1/loki/vulture/avatar -- the pod showed no canopy for those). (An + // early-session in-game test that "disproved" drop-punch ran with the broken + // pre-inverse eye; its conclusion was wrong.) BT_COP_KEEPPUNCH=1 keeps the + // punch panes (diagnostic). + if (meshIsCop) { + static int s_keepPunch = -1; + if (s_keepPunch < 0) { const char* e = getenv("BT_COP_KEEPPUNCH"); s_keepPunch = (e && e[0] != '0') ? 1 : 0; } + if (!s_keepPunch) { + std::vector kept; + kept.reserve(mesh->batches.size()); + for (const BgfDrawBatch& b : mesh->batches) { + if (b.punch && b.hasRamp && b.texPath.empty()) + continue; // window pane -> transparent + kept.push_back(b); + } + mesh->batches.swap(kept); + } + } // COCKPIT CANOPY WINDING ORIENTATION (task #55): the *_cop shells are OPEN strut // lattices (38-59% boundary edges, all 12 mechs) drawn SINGLE-SIDED (emitTri) so // the openings show the world. But the authored winding is NOT globally @@ -1083,9 +1109,7 @@ struct Builder { // struts and the other half's BACKS (the solid-box look on BLX/OWX/VUX...). // Data-driven fix: orient every canopy face INWARD, toward the mesh interior // where the pilot's eye sits, so the whole shell reads correctly from inside - // regardless of per-patch mirroring. (An earlier pass DROPPED the PUNCH-tagged - // batches believing them the windshield glass -- verified wrong in-game: the - // punch patch IS the visible frame.) BT_COP_FLIP=1 flips the final orientation + // regardless of per-patch mirroring. BT_COP_FLIP=1 flips the final orientation // (diagnostic); BT_COP_DOUBLE=1 disables single-siding entirely (emitTri). if (meshIsCop) { static int s_flip = -1, s_dbl = -1;