Cockpit: punch patches ARE the windows -- all 8 mechs authentic (task #55)

Resolved the non-Madcat blocked views. Rendering every *_COP shell offline
from its mech's AUTHORED eye (SKL [jointeye] translation -- incl. the Thor's
+1.13 offset cockpit) with faces coloured by punch flag showed the answer
plainly: the PUNCH-tagged patches sit exactly over the window apertures in
all 8 mechs. On these texture-less black-diffuse shells dpl_Punchize renders
the tagged geogroup as holes -- the punch patches are the transparent
WINDSHIELDS, and the visible frame is only the non-punch geometry.

The loader now drops the punch batches of _cop meshes (bgfload finish();
BT_COP_KEEPPUNCH=1 keeps them for diagnosis). In-game sweep on pure defaults:
- madcat: the dark dome frame (matches gameplay footage)
- thor / owens / sunder: authentic brace/dash/pillar remnants
- bhk1 / loki / vulture / avatar: authentically FRAMELESS (all-punch
  canopies -- the pod showed no frame for those mechs)

(An early-session test that "disproved" drop-punch ran with the broken
pre-inverse eye; its conclusion was wrong and is corrected in the KB.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-11 07:49:33 -05:00
co-authored by Claude Fable 5
parent 946323b696
commit 8057c37e5b
3 changed files with 43 additions and 13 deletions
+11 -5
View File
@@ -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 (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 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. 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 - **RESOLVED (2026-07-11): the PUNCH patches are the transparent WINDOWS.** Rendering every
be the gyro. `BT_EYE_FWD=0.6` still reveals the correct bhk1 view, so the eye-vs-canopy shell OFFLINE from its mech's AUTHORED eye (scratchpad/cop_eyeview.py, faces coloured by punch
relationship is off by ~0.6u for that group by some OTHER mechanism (candidates: a joint in the flag) showed the punch panes sitting exactly over the window apertures in all 8 mechs, with the
siteeyepoint parent chain we don't pose, per-mech skeleton rest differences, or the canopy visible frame = ONLY the non-punch geometry. The loader now DROPS the punch batches of `_cop`
authored for a view state we don't replicate). OPEN. 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** - **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 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; reconstructed as `Gyroscope::ApplyDamageResponse` (gyro.cpp): zero-damage + Collision(0) no-op;
+5 -5
View File
@@ -74,11 +74,11 @@ authentic path scoped.
inverse view) + single-sided inward-wound lattice + dark `softer` ramp = the dark frame with the 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 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 (`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' WRONG — the shell has no texture; the openings are geometry. ✅ RESOLVED (2026-07-11): the
views render dark/blocked — NOT an eye-placement bug (disproven: the gyro equilibrium is zero, PUNCH patches are the transparent WINDOWS (dropped by the loader); the frame = the non-punch
and the per-mech eye placement is verified EXACT against the SKL jointeye offsets, incl. the geometry only. All 8 mechs render their authentic canopy — madcat's dome, thor/owens/sunder's
Thor's authored +1.13 lateral offset cockpit — [[cockpit-view]] §offset-cockpits). It is a brace/dash remnants, and the authentically FRAMELESS bhk1/loki/vulture/avatar. Eye placement
canopy-RENDER question (how those shells read from inside). (b) the **3D marker 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 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 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). left → the stem should swing right; flip the sin sign in Draw if footage disagrees).
+27 -3
View File
@@ -1075,6 +1075,32 @@ struct Builder {
} }
void finish() { 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<BgfDrawBatch> 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 // 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 // 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 // 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...). // 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 // 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 // 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 // regardless of per-patch mirroring. BT_COP_FLIP=1 flips the final orientation
// 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
// (diagnostic); BT_COP_DOUBLE=1 disables single-siding entirely (emitTri). // (diagnostic); BT_COP_DOUBLE=1 disables single-siding entirely (emitTri).
if (meshIsCop) { if (meshIsCop) {
static int s_flip = -1, s_dbl = -1; static int s_flip = -1, s_dbl = -1;