Aim ray follows the torso elevation (the boresight leveling erased it)
Follow-through on the pitch fix: the view pitched but shots still flew level (user report). Cause: the task-#48 AIM BORESIGHT leveling in the eye's aim-camera publish (L4VIDRND) strips ALL pitch from the pick-ray direction -- correct for the TERRAIN body pitch it was built against, but it also erased the pilot's deliberate R/F elevation. Fix: mech4's per-frame eye compose publishes the torso elevation (gBTEyeElev); the publisher re-applies it onto the LEVELED forward (fwd = (cos e * level, sin e)) before building the basis -- terrain pitch stays stripped, the deliberate aim survives into BTGetAimRay. Sign matches the pixel-calibrated view compose (+ = up). Harness evidence: pinned-down elevation visibly pitches the chase eye into the terrain (the ray basis moves); a full headless aimed-kill could not be driven (the autofire gate needs a designated target and the random spawns wedged short of the truck row) -- aim-at-truck kill needs the human pass. Awaiting human verification (issue #8). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
b85afed925
commit
d9ceddb12a
@@ -4966,6 +4966,12 @@ void
|
||||
Radian(Radian::Normalize(gBTLookPitch + elev)),
|
||||
Radian(Radian::Normalize(gBTLookYaw)),
|
||||
Radian(0.0f));
|
||||
// ...and the AIM RAY: the boresight publisher (L4VIDRND task
|
||||
// #48) LEVELS the view direction (drops terrain body pitch) --
|
||||
// publish the deliberate elevation so it re-applies onto the
|
||||
// leveled boresight (else shots fire level over low targets).
|
||||
extern float gBTEyeElev;
|
||||
gBTEyeElev = elev;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user