Cockpit: authentic eyepoint + canopy lattice render (task #55)
The first-person cockpit now shows by default and matches gameplay footage (verified on the Madcat). Two decomp-verified reconstructions: EYEPOINT (FUN_004579a8 + caller part_014.c:5525, FUN_004c22c4): - eye offset = siteeyepoint GetBaseOffset (not GetSegmentToEntity, not the upright hack), parented on the PARENT segment DCS (btl4vid.cpp) - live view = affine INVERSE of the eye world matrix (L4VIDRND Execute) -- replaces the hand-rolled LookAtRH whose +Z-forward/+Y-up row guess aimed some mechs into the canopy; combine order fixed to baseOffset * R - chase camera basis + aim boresight re-expressed for the inverse convention (row2 = back); boresight now derives from the view matrix (the stale rows aimed the pick ray at the sky = no target, no discharge) CANOPY (*_COP.BGF, dpl_Punchize geogroups): - every shell is an open strut lattice (38-59% boundary edges, all 12 mechs); rendered single-sided with per-face INWARD winding (l/r torso patches are mirrored, so no global winding works) the struts are the dark frame and the openings show the world - frame colour = the 'softer' ramp near its dark end (texture-less unlit ramp; BLXSKIN.BMF has no texture -- the old "punch texels" theory was wrong) - scoped by filename (meshIsCop); wrong drop-punch + view-cut paths removed - BT_FORCE_MODEL=<name> forces the player mech for per-mech bring-up KB: new context/cockpit-view.md topic; punch split corrected in bgf-format; gotchas 14 (LookAt axis guess) + 15 (per-patch edge namespaces); env gates + eye/punch addresses in decomp-reference. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
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commit
abaa145b6f
@@ -69,6 +69,7 @@ precise than anything you can infer.
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| Damage zones, targeting, firing, death | `context/combat-damage.md` |
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| Rendering, LODs, materials, sky, shadows, beams | `context/rendering.md` |
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| The death/respawn translocation warp (tsphere vortex) | `context/translocation-warp.md` |
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| First-person cockpit canopy (*_cop) + the eyepoint camera | `context/cockpit-view.md` |
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| Cockpit gauges / MFD HUD | `context/gauges-hud.md` |
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| Multiplayer, replication, netcode | `context/multiplayer.md` |
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| Pod hardware, monitors, RIO, MFD surfaces | `context/pod-hardware.md` |
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+12
-2
@@ -43,8 +43,18 @@ LOD whose band contains the camera distance.
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- **ADDITIVE_LODS** (object-level `SV_SPECIAL` token, 135 pod BGFs — all arena structures): at eye
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distance d, EVERY LOD with `d < OutDist` draws (near detail ADDS onto coarser massing). Non-additive
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keep first-LOD-only (the 2007 engine's own behavior). [T2]
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- **PUNCH** (patch-level `SV_SPECIAL`): cutout geogroups — black texels = HOLES (alpha-test in the
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opaque pass). Coplanar shells inside one LOD z-fight → depth-bias by submission ordinal. [T2]
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- **PUNCH** (patch-level `SV_SPECIAL`, `dpl_Punchize` = FUN_00490308 → VPX board cmd `0x20`, tokens
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`{0x80000003,0x80000017,0x80000004}` — a CONSTANT geogroup-modifier opcode, no color key; the
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sibling `dpl_Damagize` FUN_004902b0 uses the same cmd with a different triple). Two cases: [T1]
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- **Textured** punch (arena walls/catwalks): black texels = HOLES (alpha-test in the opaque
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pass). Coplanar shells inside one LOD z-fight → depth-bias by submission ordinal. [T2]
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- **Texture-less** punch (the `*_cop` cockpit canopies: blakskn + `softer` ramp, NO texture tag
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in the BMF — byte-verified, 238-byte BLXSKIN.BMF): the frame/window split is the GEOMETRY —
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every `_cop` is an open strut lattice (38-59% boundary edges, all 12 mechs); rendered
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single-sided with per-face INWARD winding orientation (the l/r torso patches are MIRRORED, so
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no single global winding works) the struts are the dark frame and the openings show the world.
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The old "canopy windows are punch texels" claim was WRONG — there is no texel to key. See
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[[cockpit-view]]. [T2 render-verified in-game on Madcat vs gameplay footage]
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## Shading model (from libDPL DPLTYPES.H)
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Shading is selected PER-GEOMETRY by vertex type:
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@@ -0,0 +1,113 @@
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---
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id: cockpit-view
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title: "First-Person Cockpit: the *_cop Canopy + the Authentic Eyepoint"
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status: living
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source_sections: "task #55 (2026-07-10); reference/decomp part_007.c/part_013.c/part_014.c/part_011.c; engine/MUNGA_L4/bgfload.cpp, L4VIDRND.cpp; game/reconstructed/btl4vid.cpp"
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related_topics: [rendering, bgf-format, gauges-hud, subsystems, decomp-reference]
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key_terms: [material-ramp, siteeyepoint]
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open_questions: ["gyro eye-joint steady offset + hit-bounce (task #56)", "non-Madcat mechs blocked at rest eye position", "exact unlit ramp index for the frame colour (BT_COP_RAMP_L=0.08 is T3 tuned-to-footage)"]
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---
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# First-Person Cockpit: the *_cop Canopy + the Authentic Eyepoint
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The pod's only view was the cockpit eyepoint looking out through a per-mech canopy shell.
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Task #55 reconstructed both halves — the CANOPY rendering and the EYE camera — from the binary.
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Verified in-game on the Madcat against gameplay footage. [T2]
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## The canopy shell (*_COP.BGF)
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- One per mech (12: AVX BLX FIX JAX LOX MAX OWX RAX SNX STX THX VUX; model→skeleton table in
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BTL4.RES @~3232850: `madcat=mad`, `blkhawk=blh`, … — the INSIDE skeleton is the X-variant, so
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Madcat = `MAX_COP`). It is the torso segment's SkeletonType_A mesh; the inside view loads
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EXACTLY ONE segment mesh (the `_cop`) — 25 others hidden. [T2]
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- Material: `<pfx>skin:blakskn_dz_{u,r,l}torso_mtl` — DIFFUSE/AMBIENT (0,0,0) + RAMP_REF
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`softer`, **NO texture** (BLXSKIN.BMF is 238 bytes total; byte-verified). The 56 nonzero-UV
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verts in BLX_COP sample nothing (planar-projection authoring leftover). [T1]
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- Geogroups carry the `SV_SPECIAL " dz_*torso PUNCH "` token → `dpl_Punchize` (see
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[[bgf-format]] PUNCH). The board opcode is a constant — the frame/window discriminator is the
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GEOMETRY, not a key. [T1]
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- **Every `_cop` is an OPEN STRUT LATTICE** (boundary-edge ratios, per-patch edge namespacing:
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38-59% across all 12). The struts ARE the frame; the openings ARE the windows. Beware the
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edge-counting trap: counting edges across patches (patch-local indices collide) undercounts
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boundaries catastrophically (BLX "7%" wrong → 59% right). [T1]
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- **Rendering (bgfload.cpp):** keyed by filename (`meshIsCop`, stem contains `_cop`):
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1. **Single-sided** (emitTri): double-siding draws far struts through the near openings → the
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"black box". `BT_COP_DOUBLE=1` restores (diag).
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2. **Per-face INWARD winding orientation** (finish()): the l/r torso patches are MIRRORED
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copies, so no global winding works — orient each face's kept winding toward the mesh
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interior (where the pilot sits). `BT_COP_FLIP=1` flips (diag).
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3. **Dark `softer`-ramp frame colour**: texture-less ramp + no normals = unlit; evaluate the
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ramp at a flat index, default `BT_COP_RAMP_L=0.08` (near the dark end — [T3] tuned to the
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near-black frame in footage; the board's exact unlit index is not in the code).
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- The shell SHOWS by default in the inside view (btl4vid.cpp ApplyViewSkeleton);
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`BT_HIDE_COCKPIT=1` hides it (diag).
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- **Wrong turns, recorded so they stay dead:** (a) "windows are punch texels" — no texel exists;
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(b) dropping the PUNCH-tagged batches as "windshield glass" — the punch patch IS the visible
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frame (dropping it removed the whole cockpit); (c) a view-direction face-cut heuristic — not
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data-derivable, superseded by the lattice + winding treatment.
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## The authentic eyepoint (decomp-verified [T1])
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Pipeline: `eyeWorld = parentSegmentWorld · baseOffset · R(EyepointRotation)`; `VIEW =
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inverse(eyeWorld)`. No LookAt anywhere.
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- **Eye ctor = FUN_004579a8** (part_007.c:9274, = DPLEyeRenderable). Caller (part_014.c:5525-66,
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BTL4VID.CPP) gates on segment name `"siteeyepoint"`, passes:
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- offset matrix = the segment's **GetBaseOffset()** (segment+0x74, the LOCAL rest transform) —
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NOT GetSegmentToEntity, NOT an upright basis;
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- parent = the eyepoint segment's **parent draw component** (`dcs_array[GetParentIndex()]`) —
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liveness (torso pose, gait, gyro) reaches the eye ONLY through this parent chain;
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- the `EyepointRotation` entity attribute (EulerAngles; Mech member, init 0).
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- **Combine order:** `FUN_0040b104(dst,A,B)` computes `dst = B × A` (translation from B) →
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the eye local = `baseOffset × R`, R applied FIRST in eye-local space. Recomputed only when the
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euler CHANGES (FUN_00457b48 @part_007.c:9360, epsilon gate).
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- **Per-frame view = FUN_004c22c4** (part_013.c:11742): rebuilds eyeWorld from the view-DCS's
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live accumulated transform, then `FUN_0040b244` = TRUE AFFINE INVERSE → the view matrix, then a
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UNIFORM zoom scale. The forward/up axes fall out of the eye's own basis — the renderer never
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picks an axis. (Our old hand-rolled `D3DXMatrixLookAtRH` with forward=+Z/up=+Y row extraction
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was exactly why some mechs aimed into the canopy — see [[reconstruction-gotchas]].)
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- Port implementation: btl4vid.cpp (eye build: offset_matrix + parent_DCS), L4VIDRND.cpp
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DPLEyeRenderable::Execute (order `Orient × R`, `D3DXMatrixInverse` on the live path — note the
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ctor also holds a copy of this code but its view write is DEAD; patch the Execute).
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## Status per mech + the gyro (task #56 — gyro now LIVE)
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- **Madcat (MAX_COP): verified good on pure defaults** — dark domed frame (top arch +
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cross-braces + A-pillars + dash), world through the openings. Un-regressed with the gyro live.
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- **The gyro is RE-ENABLED and clean** (task #56): ctor field-map + integrators + writers
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reconstructed byte-exact from @004b3778/@004b2ec0/@004b30ec/@004b34ec, layout
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static_assert-locked (sizeof==0x3D0), joint-write dispatch moved to the MECH performance tail
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(`GyroFrameJointWrite`, matching the binary calls @0x4aaf74/83), gyro↔torso pitch link wired
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(`gyro+0x258 = &torso currentTwist`). Runtime: both joints resolve type 5, Performance
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installed (flags 0x100), `WriteMechJoint eyePos=(0,0,0) body=(0,0,0)` finite every frame — the
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old NaN is gone. Mechanism: WriteMechJoint drives ONE node (`jointeye`, which parents
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`siteeyepoint`): TRANSLATION = the eye position spring, ROTATION = the body tip spring.
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WriteEyeJoint is a MULTIPLICATIVE sway attenuator on `jointlocal`'s animated rotation
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(gated legAnimState!=0; must run after the animation pass). [T2 runtime-verified]
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- **Steady-offset hypothesis DISPROVEN [T2]:** the .MDL spring targets are SYMMETRIC
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(pos=(0.1,0.15,0.1), neg=(−0.1,−0.15,−0.1) — same for madcat AND bhk1) → the eye equilibrium
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is (0,0,0) and the clamps limit gyro motion to ±0.1..0.15u. The gyro is a BOUNCE/sway
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mechanism, NOT a large steady offset. The authentic resting eye = raw baseOffset for every mech.
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- **bhk1/owens/sunder/vulture (+ loki partial): STILL blocked at rest** — cause now known NOT to
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be the gyro. `BT_EYE_FWD=0.6` still reveals the correct bhk1 view, so the eye-vs-canopy
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relationship is off by ~0.6u for that group by some OTHER mechanism (candidates: a joint in the
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siteeyepoint parent chain we don't pose, per-mech skeleton rest differences, or the canopy
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authored for a view state we don't replicate). OPEN.
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- **Hit-bounce: plumbing live, trigger missing.** The integrators + ApplyDamageImpulse/Torque/
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Vertical hooks are faithful and ready, but the binary's damage→gyro fan-out **FUN_004b2980**
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(0x4b2980-0x4b2d8b, called from the damage hub @0x4a02fb; also direct crunch kicks
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@0x4aa254/0x4aa288/…) is an unexported gap not yet reconstructed — nothing kicks the gyro yet.
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Also pending: the mech+0x3F0 overspeed sway model (bytes 0x4aade8-0x4aaf14; we feed swayBias=0),
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and the per-frame `EyepointRotation.pitch = torso pitch` writer (FUN_004b66b4 @0x4aafab) + the
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mapper glance-look states (FUN_004afd10) — separate fidelity items.
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## Diagnostics / env gates
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`BT_FORCE_MODEL=<name>` (force the player mech: madcat/owens/sunder/…; btl4mssn.cpp),
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`BT_HIDE_COCKPIT`, `BT_COP_DOUBLE`, `BT_COP_FLIP`, `BT_COP_RAMP_L`, `BT_COP_DEBUG` (paint the
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shell green), `BT_COP_DUMP` (per-batch punch/bbox), `BT_EYE_FWD=<f>` (push the eye forward — the
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position probe), `[EYECHK]` log (eye world pos + look dir + entity pos, first frames).
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## Key Relationships
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- Uses: [[bgf-format]] (PUNCH, vertex tags) · [[rendering]] (ramp model, skeleton branch)
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- Feeds: [[gauges-hud]] (the HUD overlays this view) · [[subsystems]] (gyro, task #56)
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- Gotchas: [[reconstruction-gotchas]] §14 (LookAt axis guess), §15 (per-patch edge counting)
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@@ -163,6 +163,10 @@ The authentic stack is DEFAULT-ON (`BTEnvOn`, mechrecon.hpp): `BT_GAIT_CUTOVER`,
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| `BT_AIM_LOG` | `[pick]` ray/box/hit diagnostics (Mech::PickRayHit) |
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| `BT_FIRE_ARC=<deg>` | OPT-IN external-camera fire-arc clamp (unset = authentic no-arc) |
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| `BT_START_INSIDE` | begin in the cockpit view (V toggles) |
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| `BT_FORCE_MODEL=<name>` | force the player mech (`madcat`/`owens`/…; btl4mssn.cpp — per-mech cockpit bring-up) |
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| `BT_HIDE_COCKPIT` | hide the `*_cop` canopy shell (SHOWS by default — see [[cockpit-view]]) |
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| `BT_COP_*` / `BT_EYE_FWD=<f>` | cockpit canopy + eye diagnostics (`DOUBLE`/`FLIP`/`RAMP_L`/`DEBUG`/`DUMP`; eye forward-push probe) — [[cockpit-view]] |
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| `BT_SHOT=<path.png>` | periodic backbuffer dump (every 90 frames) — non-disruptive visual verification |
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| `BT_TLOC_LOG` | translocation-warp lifecycle log (`[tloc] warp COLLAPSE/EXPAND/phase=…`) |
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| `BT_WARP_*` | translocation-warp visual tuning — all default to the verified values (see [[translocation-warp]]): `EYE_UP=8.25` (on-axis), `SPIN=4`, `TWIST=0`, `CONTRAST=1.0`, `LO_*/HI_*` (lavender ramp), `BLUR=0`, `TESS=3`, `MIP=1`, `CULL=cw`, `ANISO=0` |
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| `BT_WARP_SELFTEST` / `BT_WARP_SELFSHOT=<prefix>` | DIAG (off by default): force a held warp in a solo game / dump backbuffer frames to disk (visual-verification harness) |
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@@ -173,6 +177,17 @@ BT_PUNCH, …) are catalogued in [[rendering]]. Warp visuals: [[translocation-wa
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**Translocation-warp addresses** [T1]: `POVTranslocateRenderable` = L4VIDRND.cpp:1749 / .h:638; its
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per-frame Execute (spin about local Z + submit, NO texcoord/ramp work) = **`FUN_00453dc4`**
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(`reference/decomp/all/part_007.c`), using axis-rotation helper `FUN_0040998c` (axis idx 2 = Z).
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**Cockpit-eye / punch addresses** [T1] (full story: [[cockpit-view]]): eye ctor
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**`FUN_004579a8`** (part_007.c:9274 = DPLEyeRenderable; offset = segment `GetBaseOffset`
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segment+0x74, parent = parent-segment DCS; caller part_014.c:5525-66 gates on `"siteeyepoint"`);
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matrix multiply **`FUN_0040b104(dst,A,B)` = `B × A`** (translation from B — operand-order trap!);
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euler→rotation `FUN_0040ac6c`; per-frame view **`FUN_004c22c4`** (part_013.c:11742): eyeWorld from
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the live view-DCS then **`FUN_0040b244` = affine INVERSE** → VIEW (+ uniform zoom) — NO LookAt;
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eye euler-change refresh `FUN_00457b48` (part_007.c:9360). Punch: **`dpl_Punchize` =
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`FUN_00490308`** (part_011.c:6219) → `FUN_0048e5b0` → `FUN_00492580(0x20,…)` board send, constant
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tokens `{0x80000003,0x80000017,0x80000004}` (sibling `dpl_Damagize` `FUN_004902b0` = same cmd,
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different triple); SV_SPECIAL PUNCH dispatch part_011.c:10209/10252 → callback LAB_004596ac.
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Respawn SIM path: `DropZoneReply` `FUN_004bffd0` → `Mech::Reset` @0x4009fb74; `CreatePlayerVehicle`
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`FUN_004bfcac`. See [[translocation-warp]], [[multiplayer]].
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@@ -224,6 +224,35 @@ worse the longer the app runs (and are invisible right after launch).
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---
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## 14. Hand-rolled LookAt / axis-convention guess (camera reconstruction)
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When the original forms a view/camera matrix by **inverting a composed world transform**, any port
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reconstruction that instead extracts "forward/up" ROWS and feeds a LookAt has silently HARD-CODED an
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axis convention (+Z=forward/+Y=up) the engine never promises. It works for meshes/segments that
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happen to match and aims into geometry for the rest — a per-asset-random bug that looks like bad
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data, not bad code.
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- **Archetype (the cockpit eye, task #55):** the binary's per-frame camera is
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`VIEW = affine_inverse(eyeWorld)` (FUN_004c22c4 → FUN_0040b244); our `DPLEyeRenderable::Execute`
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hand-built `D3DXMatrixLookAtRH(pos, pos+row2, row1)` — some mechs looked out, others into the
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canopy. Fix: compose the full eye world matrix and invert it; the axes fall out of the basis. [T1]
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- **Tell:** the same camera code behaving differently per mech/asset. Also check BOTH copies of
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duplicated ctor/Execute code — the dead one can mislead you about which path is live (our ctor had
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the CORRECT multiply order but its view write was commented out; the live Execute had it inverted).
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## 15. Per-patch index namespaces (mesh connectivity analysis)
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BGF face indices are LOCAL to their vertex chunk/patch. Any cross-patch analysis keyed on raw index
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tuples (edge counting, adjacency, dedup) silently MERGES unrelated edges from different patches and
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corrupts the metric.
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- **Archetype:** BLX_COP boundary-edge ratio measured 7% ("closed shell") with a global edge Counter
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→ the whole "closed vs open canopy" theory. Correct per-patch namespacing gives 59% — ALL 12
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canopies are open lattices. Namespace edge keys by patch identity (and remember l/r patches are
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MIRRORED — winding handedness flips, so no global winding choice can be right; orient per-face).
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---
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## Diagnostic recipe (the standard loop)
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1. Read the RAW decomp `reference/decomp/all/part_*.c` for the `FUN_xxxx`.
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2. Map `FUN_`/`DAT_`/`this+0xNN` to engine symbols via BT headers + WinTesla MUNGA source +
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@@ -5451,8 +5451,16 @@ DPLEyeRenderable::DPLEyeRenderable(
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//D3DXVec3Scale(&dir, &dir, 50);
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//D3DXVec3Subtract(&pos, &pos, &dir);
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// AUTHENTIC VIEW = inverse(eyeWorld) (decomp FUN_004c22c4 @part_013.c:11788,
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// FUN_0040b244 = affine inverse) -- NOT a LookAt with a hand-picked forward axis.
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// The look/up axes fall out of the eye's OWN basis via the inverse, so every mech
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// aims out the windshield regardless of its siteeyepoint axis convention (the old
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// +Z-forward/+Y-up LookAt guess is why the view aimed into the canopy for some
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// mechs). mat4 = eyeLocal * parentWorld = the eye WORLD matrix; pos/at/up are
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// retained only for the aim-boresight feed below.
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D3DXMATRIX eyeW = mat4.ToD3DMatrix();
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D3DXMATRIX view;
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D3DXMatrixLookAtRH(&view,&pos,&at,&up);
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D3DXMatrixInverse(&view, NULL, &eyeW);
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//myDevice->SetTransform(D3DTS_VIEW, &view);
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@@ -5528,14 +5536,16 @@ void
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s_oldEyeSway = gBTEyeSwayX;
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oldLocalToWorld = myEntity->localToWorld;
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// AUTHENTIC combine order (decomp FUN_004579a8 @part_007.c:9305-9316):
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// eyeLocal = baseOffset(myOrientationMatrix) * R(EyepointRotation), R applied
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// FIRST in the eye's own local space. (Was R * Orient -- inverted.)
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camMatrix = myOrientationMatrix;
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if (myEyepointRotation)
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{
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oldEyepointRotation = *myEyepointRotation;
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camMatrix = *myEyepointRotation;
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oldEyepointRotation = *myEyepointRotation;
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Matrix4x4 rotation; rotation = *myEyepointRotation;
|
||||
camMatrix *= rotation;
|
||||
}
|
||||
else
|
||||
camMatrix = Matrix4x4::Identity;
|
||||
camMatrix *= myOrientationMatrix;
|
||||
|
||||
myRenderer->GetMatrixStack()->Push();
|
||||
Matrix4x4 mat4;
|
||||
@@ -5589,14 +5599,31 @@ void
|
||||
pos.x += drot._11 * gBTEyeSwayX; pos.z += drot._13 * gBTEyeSwayX;
|
||||
at.x += drot._11 * gBTEyeSwayX; at.z += drot._13 * gBTEyeSwayX;
|
||||
|
||||
// AUTHENTIC VIEW = inverse(eyeWorld) (decomp FUN_004c22c4 @part_013.c:11788, affine
|
||||
// inverse FUN_0040b244) -- the live per-frame path. Replaces the hand-rolled LookAt
|
||||
// that assumed +Z=forward/+Y=up (which mis-framed the cockpit); the look/up axes now
|
||||
// fall out of the eye's own basis. pos/at/up above are kept only for the aim-boresight.
|
||||
D3DXMATRIX eyeW = mat4.ToD3DMatrix();
|
||||
D3DXMATRIX view;
|
||||
D3DXMatrixLookAtRH(&view,&pos,&at,&up);
|
||||
D3DXMatrixInverse(&view, NULL, &eyeW);
|
||||
|
||||
// EYE POSITION CHECK + 'too far back' diagnostic (task #55).
|
||||
D3DXVECTOR3 eyeFwdW(-view._13, -view._23, -view._33); // D3D view -Z = world look dir
|
||||
{
|
||||
const char *ef = getenv("BT_EYE_FWD"); // push eye forward k units along its look dir
|
||||
if (ef && *ef && myRenderer->mCamera == this)
|
||||
{
|
||||
float k = (float)atof(ef);
|
||||
eyeW._41 += k*eyeFwdW.x; eyeW._42 += k*eyeFwdW.y; eyeW._43 += k*eyeFwdW.z;
|
||||
D3DXMatrixInverse(&view, NULL, &eyeW);
|
||||
}
|
||||
}
|
||||
if (dbgEyeExec < 8)
|
||||
{
|
||||
DEBUG_STREAM << "[EYE] view set: pos=(" << pos.x << "," << pos.y << "," << pos.z
|
||||
<< ") at=(" << at.x << "," << at.y << "," << at.z
|
||||
<< ") up=(" << up.x << "," << up.y << "," << up.z << ")\n" << std::flush;
|
||||
DEBUG_STREAM << "[EYECHK] eyeW=(" << eyeW._41 << "," << eyeW._42 << "," << eyeW._43
|
||||
<< ") fwd=(" << eyeFwdW.x << "," << eyeFwdW.y << "," << eyeFwdW.z
|
||||
<< ") ent=(" << myEntity->localToWorld(3,0) << "," << myEntity->localToWorld(3,1)
|
||||
<< "," << myEntity->localToWorld(3,2) << ")\n" << std::flush;
|
||||
++dbgEyeExec;
|
||||
}
|
||||
|
||||
@@ -5627,11 +5654,17 @@ void
|
||||
// X still carries the torso twist (BTTwistToReticleX); the reticle
|
||||
// Y carries any aim elevation. Falls back to the raw basis only
|
||||
// if the view is (degenerately) near-vertical.
|
||||
D3DXVECTOR3 zax = pos - at;
|
||||
// Derive the boresight from the AUTHORITATIVE view matrix
|
||||
// (eyeFwdW = the world look direction from the inverse view),
|
||||
// not the old LookAt at/pos rows -- those assumed row2=look,
|
||||
// which the authentic inverse-view convention inverted (task
|
||||
// #56 follow-through; the stale rows aimed the pick ray at
|
||||
// the sky = no target, no discharge).
|
||||
D3DXVECTOR3 zax = -eyeFwdW; // back = -look
|
||||
D3DXVec3Normalize(&zax, &zax);
|
||||
D3DXVECTOR3 xax;
|
||||
D3DXVECTOR3 yax;
|
||||
D3DXVECTOR3 fwdLevel(at.x - pos.x, 0.0f, at.z - pos.z);
|
||||
D3DXVECTOR3 fwdLevel(eyeFwdW.x, 0.0f, eyeFwdW.z);
|
||||
if (D3DXVec3LengthSq(&fwdLevel) > 1e-6f)
|
||||
{
|
||||
D3DXVec3Normalize(&fwdLevel, &fwdLevel);
|
||||
|
||||
+103
-16
@@ -502,6 +502,7 @@ struct Builder {
|
||||
bool currentShadowMat = false; // material name contains "shadow" (baked ground-shadow quads)
|
||||
bool currentTSphere = false; // material is tsphere_mtl (translocation warp): ramp it despite normals
|
||||
bool meshIsTSphere = false; // this OBJECT is the translocation warp -> smooth-tessellate the cone
|
||||
bool meshIsCop = false; // this OBJECT is a *_cop cockpit canopy shell (task #55)
|
||||
bool currentHasEmissive = false;
|
||||
float currentEmissive[3] = {0,0,0};
|
||||
|
||||
@@ -510,21 +511,34 @@ struct Builder {
|
||||
std::vector<uint32_t> col;
|
||||
|
||||
void emitTri(uint32_t a, uint32_t b, uint32_t c) {
|
||||
// forward winding (+ accumulate face normal)
|
||||
mesh->indices.push_back(a);
|
||||
mesh->indices.push_back(b);
|
||||
mesh->indices.push_back(c);
|
||||
// back winding too -> double sided (engine culls CW; this guarantees visibility)
|
||||
mesh->indices.push_back(a);
|
||||
mesh->indices.push_back(c);
|
||||
mesh->indices.push_back(b);
|
||||
mesh->tris++;
|
||||
float ux = px[b]-px[a], uy = py[b]-py[a], uz = pz[b]-pz[a];
|
||||
float wx = px[c]-px[a], wy = py[c]-py[a], wz = pz[c]-pz[a];
|
||||
float fx = uy*wz - uz*wy, fy = uz*wx - ux*wz, fz = ux*wy - uy*wx;
|
||||
nx[a]+=fx; ny[a]+=fy; nz[a]+=fz;
|
||||
nx[b]+=fx; ny[b]+=fy; nz[b]+=fz;
|
||||
nx[c]+=fx; ny[c]+=fy; nz[c]+=fz;
|
||||
// Face normal first (lighting accumulation below).
|
||||
float ux = px[b]-px[a], uy = py[b]-py[a], uz = pz[b]-pz[a];
|
||||
float wx = px[c]-px[a], wy = py[c]-py[a], wz = pz[c]-pz[a];
|
||||
float fx = uy*wz - uz*wy, fy = uz*wx - ux*wz, fz = ux*wy - uy*wx;
|
||||
// COCKPIT CANOPY SHELL (*_cop.bgf, the first-person cockpit -- task #55): the canopy
|
||||
// geogroups carry the SV_SPECIAL "PUNCH" tag (dpl_Punchize, VPX board cmd 0x20). The
|
||||
// visible frame-with-window is produced by the canopy's OWN geometry: it is an OPEN
|
||||
// STRUT LATTICE (MAX_COP punch patch: 34/74 boundary edges), so rendered SINGLE-SIDED
|
||||
// from the authentic cockpit eye the struts are the dark frame and the openings show
|
||||
// the world. Double-siding draws the FAR-side struts through the near openings ->
|
||||
// the solid "black box" bug. Verified in-game against gameplay footage (Madcat).
|
||||
// Scoped to *_cop meshes so other texture-less ramp geometry keeps engine behavior.
|
||||
// BT_COP_DOUBLE=1 restores double-siding; BT_COP_FLIP=1 flips the kept winding (diag).
|
||||
const bool cop = meshIsCop && currentHasRamp && currentTex.empty();
|
||||
static int s_copSingle=-1, s_copFlip=-1;
|
||||
if (s_copSingle < 0) { const char* e=getenv("BT_COP_DOUBLE"); s_copSingle=(e && e[0]!='0')?0:1; }
|
||||
if (s_copFlip < 0) { const char* e=getenv("BT_COP_FLIP"); s_copFlip =(e && e[0]!='0')?1:0; }
|
||||
const bool single = s_copSingle && cop;
|
||||
if (single && s_copFlip) {
|
||||
mesh->indices.push_back(a); mesh->indices.push_back(c); mesh->indices.push_back(b);
|
||||
} else {
|
||||
mesh->indices.push_back(a); mesh->indices.push_back(b); mesh->indices.push_back(c);
|
||||
if (!single) { mesh->indices.push_back(a); mesh->indices.push_back(c); mesh->indices.push_back(b); }
|
||||
}
|
||||
mesh->tris++;
|
||||
nx[a]+=fx; ny[a]+=fy; nz[a]+=fz;
|
||||
nx[b]+=fx; ny[b]+=fy; nz[b]+=fz;
|
||||
nx[c]+=fx; ny[c]+=fy; nz[c]+=fz;
|
||||
}
|
||||
|
||||
void addFace(const std::vector<int32_t>& idx, size_t start, int ppf,
|
||||
@@ -594,8 +608,31 @@ struct Builder {
|
||||
(s_rampTint && currentHasDiffuse && rampNeutral) ? currentColor : 0xFFFFFFFFu;
|
||||
const bool pureEmissive =
|
||||
currentHasEmissive && (currentColor & 0x00FFFFFFu) == 0;
|
||||
const uint32_t vcol = pureEmissive ? 0xFF000000u
|
||||
uint32_t vcol = pureEmissive ? 0xFF000000u
|
||||
: (useRamp ? rampTint : currentColor);
|
||||
// DIAG (task #55): BT_COP_DEBUG paints texture-less ramp batches (the cockpit
|
||||
// canopy shell blx_cop -- ramp 'softer', no texture) bright green, to SEE what
|
||||
// the shell actually covers from the real cockpit eyepoint (frame vs open).
|
||||
// COCKPIT FRAME COLOUR (*_cop shells only): ramped NO-NORMAL geometry with NO
|
||||
// texture (blakskn_dz + 'softer'). Per the engine material-ramp model the RAMP is
|
||||
// the surface colour and the (0,0,0) DIFFUSE is IGNORED -- the old tint rule
|
||||
// collapsed it to black. With no texture there is no per-texel luminance, so
|
||||
// evaluate the ramp at a flat index. Default 0.08 = near the ramp's DARK end:
|
||||
// the canopy frame is unlit interior structure, and the dark value matches the
|
||||
// near-black frame in the cabinet gameplay footage ([T3] tuned-to-footage; the
|
||||
// board's exact unlit ramp index is not recoverable from the code).
|
||||
// BT_COP_RAMP_L overrides (diagnostic).
|
||||
if (useRamp && currentTex.empty() && meshIsCop) {
|
||||
static float s_copL = -1.0f;
|
||||
if (s_copL < 0.0f) { const char* e = getenv("BT_COP_RAMP_L"); s_copL = e ? (float)atof(e) : 0.08f; }
|
||||
float cr = currentRampLo[0] + (currentRampHi[0]-currentRampLo[0])*s_copL;
|
||||
float cg = currentRampLo[1] + (currentRampHi[1]-currentRampLo[1])*s_copL;
|
||||
float cb = currentRampLo[2] + (currentRampHi[2]-currentRampLo[2])*s_copL;
|
||||
auto CB = [](float ff){ int v=(int)(ff*255.0f+0.5f); return (uint32_t)(v<0?0:v>255?255:v); };
|
||||
vcol = 0xFF000000u | (CB(cr)<<16) | (CB(cg)<<8) | CB(cb);
|
||||
}
|
||||
if (useRamp && currentTex.empty() && meshIsCop && getenv("BT_COP_DEBUG"))
|
||||
vcol = 0xFF00FF00u;
|
||||
// TRANSLOCATION WARP: tsphere's UVs run U=angle around the Z throat, V=axial
|
||||
// along the tunnel -- i.e. cylindrical. Viewed down the throat axis (as the
|
||||
// effect is), those ARE log-polar coordinates (angle, log-radius), the exact
|
||||
@@ -724,6 +761,18 @@ struct Builder {
|
||||
else
|
||||
batch.lodBias = 0.0f;
|
||||
mesh->batches.push_back(batch);
|
||||
if (getenv("BT_COP_DUMP") && currentHasRamp && currentTex.empty()) {
|
||||
float lo[3]={1e9f,1e9f,1e9f}, hi[3]={-1e9f,-1e9f,-1e9f}, cen[3]={0,0,0}; int nv=0;
|
||||
for (uint32_t i = idxStart; i < idxStart + idxCount; ++i) {
|
||||
uint32_t v = mesh->indices[i];
|
||||
float p[3]={px[v],py[v],pz[v]};
|
||||
for (int k=0;k<3;k++){ if(p[k]<lo[k])lo[k]=p[k]; if(p[k]>hi[k])hi[k]=p[k]; cen[k]+=p[k]; }
|
||||
nv++;
|
||||
}
|
||||
if (nv) for(int k=0;k<3;k++) cen[k]/=nv;
|
||||
fprintf(stderr,"[COP_DUMP] punch=%d tris=%u cen=(%.2f,%.2f,%.2f) bbox=[%.2f,%.2f,%.2f]..[%.2f,%.2f,%.2f]\n",
|
||||
(int)batch.punch, idxCount/3, cen[0],cen[1],cen[2], lo[0],lo[1],lo[2], hi[0],hi[1],hi[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1026,6 +1075,40 @@ struct Builder {
|
||||
}
|
||||
|
||||
void finish() {
|
||||
// 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
|
||||
// consistent: the left/right torso patches are MIRRORED copies, and mirroring
|
||||
// flips winding handedness -- so one global winding choice shows one half's
|
||||
// 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
|
||||
// (diagnostic); BT_COP_DOUBLE=1 disables single-siding entirely (emitTri).
|
||||
if (meshIsCop) {
|
||||
static int s_flip = -1, s_dbl = -1;
|
||||
if (s_flip < 0) { const char* e = getenv("BT_COP_FLIP"); s_flip = (e && e[0] != '0') ? 1 : 0; }
|
||||
if (s_dbl < 0) { const char* e = getenv("BT_COP_DOUBLE"); s_dbl = (e && e[0] != '0') ? 1 : 0; }
|
||||
if (!s_dbl && !px.empty()) {
|
||||
float cx = 0, cy = 0, cz = 0;
|
||||
for (size_t i = 0; i < px.size(); ++i) { cx += px[i]; cy += py[i]; cz += pz[i]; }
|
||||
cx /= px.size(); cy /= px.size(); cz /= px.size();
|
||||
for (size_t i = 0; i + 3 <= mesh->indices.size(); i += 3) {
|
||||
uint32_t a = mesh->indices[i], b = mesh->indices[i+1], c = mesh->indices[i+2];
|
||||
float ux = px[b]-px[a], uy = py[b]-py[a], uz = pz[b]-pz[a];
|
||||
float wx = px[c]-px[a], wy = py[c]-py[a], wz = pz[c]-pz[a];
|
||||
float fnx = uy*wz - uz*wy, fny = uz*wx - ux*wz, fnz = ux*wy - uy*wx;
|
||||
float fcx = (px[a]+px[b]+px[c])/3.0f - cx;
|
||||
float fcy = (py[a]+py[b]+py[c])/3.0f - cy;
|
||||
float fcz = (pz[a]+pz[b]+pz[c])/3.0f - cz;
|
||||
bool inward = (fnx*fcx + fny*fcy + fnz*fcz) < 0.0f; // normal points toward interior
|
||||
if (inward == (s_flip != 0)) // flip to the chosen orientation
|
||||
{ mesh->indices[i+1] = c; mesh->indices[i+2] = b; }
|
||||
}
|
||||
}
|
||||
}
|
||||
if (meshIsTSphere) {
|
||||
tessellateWarpCone();
|
||||
// tessellateWarpCone REBUILT mesh->indices -> the per-batch indexStart/
|
||||
@@ -1090,6 +1173,10 @@ bool LoadBgfFile(const std::string& name, BgfData& out) {
|
||||
}
|
||||
MaterialResolver res;
|
||||
Builder b{&out};
|
||||
// Cockpit canopy shells are keyed by filename (blx_cop.bgf, max_cop.bgf, ...): the
|
||||
// single-siding + dark-frame ramp reconstruction in emitTri/buildPmesh applies to
|
||||
// these meshes only.
|
||||
b.meshIsCop = stemLower(name).find("_cop") != std::string::npos;
|
||||
b.res = &res;
|
||||
for (const Chunk& c : roots) b.collect(c);
|
||||
b.finish();
|
||||
|
||||
@@ -179,6 +179,12 @@ void
|
||||
gameModel = NULL; // @+0x2c
|
||||
const char *player_model = NULL;
|
||||
notation_file->GetEntry(player_node, "vehicle", &player_model);
|
||||
// DIAGNOSTIC: force a specific player mech model (e.g. BT_FORCE_MODEL=madcat) so we can
|
||||
// bring up / verify a given cockpit shell in-game with its own authentic eyepoint.
|
||||
{
|
||||
const char *force = getenv("BT_FORCE_MODEL");
|
||||
if (force && force[0]) { player_model = force; }
|
||||
}
|
||||
if (!player_model)
|
||||
{
|
||||
DEBUG_STREAM << "Error: vehicle not specified!\n" << std::flush;
|
||||
|
||||
@@ -401,25 +401,18 @@ HierarchicalDrawComponent*
|
||||
EulerAngles *eye_rot =
|
||||
(EulerAngles *)entity->GetAttributePointer("EyepointRotation"); // @0051d29d
|
||||
//
|
||||
// Mount the eye at the eyepoint's REST position but with a clean
|
||||
// UPRIGHT forward basis, parented on the tree ROOT: riding the
|
||||
// live joint chain fed the camera the site's authored tilt + the
|
||||
// torso pose (a permanently canted horizon). The authentic pitch
|
||||
// /yaw came from the gyro-driven eye-joint chain (deferred); until
|
||||
// that lands, the cockpit view = eyepoint position + mech yaw.
|
||||
// AUTHENTIC eye (decomp FUN_004579a8 @part_007.c:9274-9325; caller part_014.c:5525-5566):
|
||||
// the eye offset matrix is the siteeyepoint segment's LOCAL rest transform (GetBaseOffset,
|
||||
// segment+0x74 -- already in offset_matrix above), and the eye is parented on its PARENT
|
||||
// segment's draw component (parent_DCS) -- NOT the root, NOT the full GetSegmentToEntity,
|
||||
// NOT an upright hack. World orientation + all live motion (torso twist, gait) come from
|
||||
// the parent-chain composition, exactly as the decomp's dpl_AddDCSToDCS hierarchy does;
|
||||
// EyepointRotation is combined in Execute as baseOffset * R, and VIEW = inverse(eyeWorld)
|
||||
// (FUN_004c22c4 @part_013.c:11788) -- so the look/up axes fall out of the eye's own basis
|
||||
// with no per-mech forward-axis assumption.
|
||||
//
|
||||
AffineMatrix restToEntity = segment->GetSegmentToEntity();
|
||||
Point3D eyePos;
|
||||
eyePos = restToEntity; // rest translation (W row)
|
||||
LinearMatrix eyeBasis(True);
|
||||
eyeBasis(0,0) = -1.0f; eyeBasis(0,1) = 0.0f; eyeBasis(0,2) = 0.0f; // X row
|
||||
eyeBasis(1,0) = 0.0f; eyeBasis(1,1) = 1.0f; eyeBasis(1,2) = 0.0f; // Y row (up)
|
||||
eyeBasis(2,0) = 0.0f; eyeBasis(2,1) = 0.0f; eyeBasis(2,2) = -1.0f; // Z row (look = mech forward)
|
||||
eyeBasis(3,0) = (Scalar)eyePos.x;
|
||||
eyeBasis(3,1) = (Scalar)eyePos.y;
|
||||
eyeBasis(3,2) = (Scalar)eyePos.z;
|
||||
mEyeCockpit = new DPLEyeRenderable(
|
||||
entity, eyeBasis, this_root, eye_rot);
|
||||
entity, offset_matrix, parent_DCS, eye_rot);
|
||||
if (type == insideEntity) // true inside build: it IS the camera
|
||||
mCamera = mEyeCockpit;
|
||||
dbg_eye = 1;
|
||||
@@ -633,10 +626,16 @@ HierarchicalDrawComponent*
|
||||
// recomputed up (local +Y) = forward x right
|
||||
float yx = zy*xz - zz*xy, yy = zz*xx - zx*xz, yz = zx*xy - zy*xx;
|
||||
|
||||
// CAMERA-BASIS CONVENTION (task #56 follow-through): the view is now the
|
||||
// authentic VIEW = inverse(eyeWorld) (DPLEyeRenderable::Execute), under
|
||||
// which the camera looks along -Z of its own basis -- so the basis rows
|
||||
// are right/up/BACK, not right/up/look. This chase matrix was authored
|
||||
// for the old LookAt (row2 = look); convert by a 180-degree turn about
|
||||
// local Y (negate the X and Z rows -- determinant stays +1).
|
||||
LinearMatrix debugOffset; // identity
|
||||
debugOffset(0,0) = xx; debugOffset(0,1) = xy; debugOffset(0,2) = xz; // X row
|
||||
debugOffset(0,0) = -xx; debugOffset(0,1) = -xy; debugOffset(0,2) = -xz; // X row (right, flipped)
|
||||
debugOffset(1,0) = yx; debugOffset(1,1) = yy; debugOffset(1,2) = yz; // Y row (up)
|
||||
debugOffset(2,0) = zx; debugOffset(2,1) = zy; debugOffset(2,2) = zz; // Z row (look)
|
||||
debugOffset(2,0) = -zx; debugOffset(2,1) = -zy; debugOffset(2,2) = -zz; // Z row (BACK = -look)
|
||||
debugOffset(3,0) = camPx; debugOffset(3,1) = camPy; debugOffset(3,2) = camPz; // W row (pos)
|
||||
|
||||
mEyeChase = new DPLEyeRenderable(entity, debugOffset, this_root, NULL);
|
||||
@@ -2037,6 +2036,7 @@ BTL4VideoRenderer::BTL4VideoRenderer(
|
||||
mViewInside = 0;
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
// ApplyViewSkeleton -- select + load each body segment's displayed mesh for the
|
||||
// given view (inside = SkeletonType_A / outside = the mech's own skeletonType),
|
||||
@@ -2083,11 +2083,13 @@ int
|
||||
gstate = viewpoint->damageZones[zone_index]->GetGraphicState();
|
||||
CString *nm = segment->GetVideoObjectName(
|
||||
(EntitySegment::SkeletonType)render_tree.viewSkeleton, gstate);
|
||||
// The cockpit interior shell (blx_cop -- the canopy frame around the
|
||||
// eyepoint) currently renders as a black enclosure; keep it hidden until
|
||||
// its interior rendering is sorted (BT_INSIDE_COCKPIT=1 shows it).
|
||||
// The cockpit canopy shell (*_cop -- the frame around the eyepoint) SHOWS by
|
||||
// default: with the authentic eye (baseOffset + parent-segment DCS + inverse
|
||||
// view) and the loader's single-sided dark-ramp treatment it renders as the
|
||||
// dark frame with the world through the openings (task #55, verified vs
|
||||
// gameplay footage). BT_HIDE_COCKPIT=1 hides it (diagnostic).
|
||||
if (inside && nm != NULL && strstr((const char *)*nm, "_cop") != NULL
|
||||
&& !getenv("BT_INSIDE_COCKPIT"))
|
||||
&& getenv("BT_HIDE_COCKPIT"))
|
||||
nm = NULL;
|
||||
d3d_OBJECT *obj = NULL;
|
||||
if (nm != NULL)
|
||||
|
||||
Reference in New Issue
Block a user