//===========================================================================// // File: gyro.cpp // // Project: BattleTech Brick: Entity Manager // // Contents: Gyroscope subsystem -- balance / orientation / tip-over model // //---------------------------------------------------------------------------// // Date Who Modification // // -------- --- ---------------------------------------------------------- // // --/--/95 ?? Initial coding. // //---------------------------------------------------------------------------// // Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved // // PROPRIETARY AND CONFIDENTIAL // //===========================================================================// // // RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, recovered shard // part_013.c). No header survived; see gyro.hpp for the class story. Each // non-trivial method cites the originating @ADDR. Confidence is flagged per // method: [CONFIDENT] body matches the decomp closely; [BEST-EFFORT] the // shape is recovered but names/details are inferred; [EXCLUDED] not emitted. // // Hex constants converted to decimal: // 0x3f800000 = 1.0f 0x3f000000 = 0.5f 0x40000000 = 2.0f // _DAT_004b5b20 = -1.0f (resource "unset" sentinel) // _DAT_004b5b24 = 0.0174532925f (PI/180, deg->rad) // _DAT_004b297c = _DAT_004b3774 = 0.0f // _DAT_004b34e8 = 0.0001f (quantise epsilon) // // Helper-function name mapping (engine internals referenced by the decomp): // FUN_004b18a4 PowerWatcher base constructor (powersub.cpp) // FUN_004b198c PowerWatcher::CreateStreamedSubsystem (powersub.cpp) // FUN_004b1804 PowerWatcher::ResetToInitialState (slot10) (powersub.cpp) // FUN_004b179c PowerWatcher slot-9 death/voltage handler (powersub.cpp) // FUN_004b181c PowerWatcher per-frame watch update (powersub.cpp) // FUN_00404118 NotationFile::ReadScalar(model,name,&dst) // FUN_00404088 NotationFile::ReadString(model,name,&dst) // FUN_004dbb24 DebugStream insert (error reporting) // FUN_00408440 Vector3D::operator= / copy(3) // FUN_00408e90 Point4D::operator= / copy(4) // FUN_0040aadc Matrix/quat identity-init // FUN_004085ec Vector3D += ; FUN_004086d0 Vector3D cross/mul // FUN_004086ac Vector3D *= scalar ; FUN_00408644 Vector3D - // FUN_00408744 Vector3D clamp-to-box ; FUN_004092fc Vector3D *= scalar // FUN_0041cfa0/0041d020/0041d0a8/0041d11c skeleton-node get/set transform // FUN_004dcd00 fabsf() // #include #pragma hdrstop #if !defined(GYRO_HPP) # include #endif #if !defined(MECH_HPP) # include // complete Mech -- owner->ResolveJoint #endif #include // Joint, JointSubsystem (fwd shim) #include // EulerAngles, Radian (fwd shim) #if !defined(APP_HPP) # include #endif #if !defined(TESTBT_HPP) # include #endif static const Scalar Zero = 0.0f; // _DAT_004b297c / _DAT_004b3774 static const Scalar QuantiseEps = 0.0001f; // _DAT_004b34e8 static const Scalar Unset = -1.0f; // _DAT_004b5b20 static const Scalar DegToRad = 0.0174532925f; // _DAT_004b5b24 //############################################################################# // Reconstruction shims (file-local). // // The DebugStream trace sink (FUN_004dbb24) is unavailable in this build (the // heat.hpp/mechrecon.hpp diagnostic globals collide), so the "missing !" // resource diagnostics route through a local no-op sink here. // static struct GyroDebugSink { template GyroDebugSink &operator<<(const T &) { return *this; } } DebugSink; // // Skeleton-node accessors -- now backed by the REAL engine Joint API (JOINT.h), // no longer stubs. The gyro writes the integrated sway/orientation into two // resolved skeleton joints (eyeJointNode / mechJointNode, Joint*). Mapping to // the recovered helper addresses: FUN_0041cfa0 = GetEulerAngles, FUN_0041d0a8 = // SetRotation(Radian) [hinge], FUN_0041d020 = SetRotation(EulerAngles) [ball], // FUN_0041d11c = SetTranslation [BallTranslation]. All callers guard the joint // TYPE before use (hinge<3 vs ball 4/5); NULL-guarded for bring-up (an unresolved // joint simply skips the write instead of dereferencing). // static int NodeType(Joint *node) { return node ? (int)node->GetJointType() : (int)Joint::NULLJointType; } static Scalar NodeScalar(Joint *node) { return node ? (Scalar)node->GetRadians() : 0.0f; } // FUN_0041cf.. (hinge) static void SetNodeScalar(Joint *node, Scalar value) { if (node) node->SetRotation(Radian(value)); } // FUN_0041d0a8 static Vector3D NodeVector(Joint *node) { if (node == 0) return Vector3D(0.0f, 0.0f, 0.0f); const EulerAngles &e = node->GetEulerAngles(); // FUN_0041cfa0 return Vector3D((Scalar)e.pitch, (Scalar)e.yaw, (Scalar)e.roll); } static void SetNodeVector(Joint *node, const Vector3D &v) { if (node) node->SetRotation(EulerAngles(v.x, v.y, v.z)); } // FUN_0041d020 static Logical NodeVectorEquals(Joint *node, const Vector3D &v, Scalar eps) { if (node == 0) return True; // no node -> skip the set const EulerAngles &e = node->GetEulerAngles(); return fabsf((Scalar)e.pitch - v.x) <= eps && fabsf((Scalar)e.yaw - v.y) <= eps && fabsf((Scalar)e.roll - v.z) <= eps; } static void SetNodeRotation(Joint *node, const Vector3D &v) { if (node) node->SetTranslation(Point3D(v.x, v.y, v.z)); } // FUN_0041d11c (BallTranslation) static Logical NodeRotationEquals(Joint *node, const Vector3D &v, Scalar eps) { if (node == 0) return True; const Point3D &t = node->GetTranslation(); return fabsf(t.x - v.x) <= eps && fabsf(t.y - v.y) <= eps && fabsf(t.z - v.z) <= eps; } // // Joint resolution -- forward to the owning Mech's shared resolver (Mech:: // ResolveJoint == binary FUN_00424b60, the engine GetSegment->GetJoint path). // static Joint * ResolveJoint(Mech *owner, const char *node_name) { return owner ? owner->ResolveJoint(node_name) : 0; } // // CROSS-FAMILY skeleton load/lookup used only by CreateStreamedSubsystem to // verify the EyeJoint / MechJoint names exist in the model's skeleton file // (FUN_004064fc / FUN_00403e84 / FUN_00403f84). Stubbed. // struct GyroSkeleton { Logical FindNode(const char * /*node_name*/) const { return True; } }; static GyroSkeleton g_gyroSkeleton; static GyroSkeleton *LoadSkeleton(const ResourceDirectories * /*dirs*/, const char * /*name*/) { return &g_gyroSkeleton; } //########################################################################### // BASE-CHAIN RE-BASE -- compile-time layout lock (friend of Gyroscope so it can // offsetof the protected own-block). After the Watcher-branch re-base + the shim // delete, the gyro's first own field (exageration) must land at 0x1D8 (right after // the shared PowerWatcher base), and the object must fit the 0x3D0 factory alloc. // (The interior own-field layout is not yet fully binary-exact -- see CLAUDE.md -- // but it is self-consistent and fits, which is all the scoped un-stub needs.) //########################################################################### struct GyroLayoutCheck { static_assert(offsetof(Gyroscope, exageration) == 0x1D8, "Gyroscope exageration must be at 0x1D8 after re-base"); static_assert(sizeof(Gyroscope) <= 0x3D0, "Gyroscope must fit the 0x3D0 factory alloc"); }; //########################################################################### //########################################################################### // Gyroscope //########################################################################### //########################################################################### //############################################################################# // Shared Data Support (DefaultData @0050fdb0) // Derivation Gyroscope::ClassDerivations( PowerWatcher::GetClassDerivations(), // returns Derivation* (no &) "Gyroscope" ); Receiver::MessageHandlerSet Gyroscope::MessageHandlers; Gyroscope::AttributeIndexSet Gyroscope::AttributeIndex; Gyroscope::SharedData Gyroscope::DefaultData( &Gyroscope::ClassDerivations, Gyroscope::MessageHandlers, Gyroscope::AttributeIndex, Gyroscope::StateCount ); //############################################################################# // Construction / Destruction // // // @004b3778 [CONFIDENT] -- chains to the PowerWatcher base ctor (FUN_004b18a4) // with &Gyroscope::DefaultData, installs the Gyroscope vtable (PTR @00510abc), // registers GyroscopeSimulation as the Performance for a live master segment // (flags & 0xC == 0 && flags & 1), copies the parsed scalars/vectors out of the // resource, identity-inits the work matrices, resolves the two skeleton joints // named by the resource (EyeJoint @+0x178, MechJoint @+0x198) into eyeJointNode // /mechJointNode, and primes the animation-noise state. // Gyroscope::Gyroscope( Mech *owner, int subsystem_ID, SubsystemResource *r, SharedData &shared_data ): PowerWatcher(owner, subsystem_ID, r, shared_data) { Check(owner); Check_Pointer(r); // BASE-CHAIN RE-BASE: the 4 CROSS-FAMILY shim backing fields were deleted; their // accessors now read the real inherited base state, so nothing to prime here. // The master/copy gate below reads the authoritative owner->simulationFlags. // INTEGRATION (gate reconcile): read OWNER simulationFlags (param_2+0x28), // the oracle-verified authoritative source, instead of the local segment-flag // shim. GetSegmentFlags() backs a per-subsystem shim; the binary gate at // @004b3778 reads owner+0x28. if ((owner->simulationFlags & SegmentCopyMask) == 0 // (owner flags & 0xC)==0 && (owner->simulationFlags & MasterHeatSinkFlag) != 0) // owner flags & 0x100 { SetPerformance(&Gyroscope::GyroscopeSimulation); // this[7..9] = PTR @0050fe08 } exageration = r->exageration; // @0x1D8 <- +0xF8 minAnimationNoise = r->minAnimationNoise; // @0x3A0 <- +0x100 maxAnimationNoise = r->maxAnimationNoise; // @0x39C <- +0xFC rotationPerSecond = r->rotationPerSecond; // @0x3A4 <- +0x104 percentageOnNormal = r->percentageOnNormal; // @0x3AC <- +0x108 percentageOnDestruction = r->percentageOnDestruction; // @0x3B0 <- +0x10C percentageOnDegradation = r->percentageOnDegradation; // @0x3B4 <- +0x110 percentageOnFailure = r->percentageOnFailure; // @0x3B8 <- +0x114 eyeOrientation = r->springConstant; // @0x1DC (+0x118 -> spring work) // the eye spring/damping + pos/neg-spring vectors are copied into the // integrator's working set (see IntegrateEyeJoint): eyePosSpring = r->posSpring; // @0x218 <- +0x130 eyeNegSpring = r->negSpring; // @0x224 <- +0x13C rotationSpringConstant = r->rotationSpringConstant; // @0x2C0 <- +0x148 rotationDampingConstant = r->rotationDampingConstant; // @0x2CC <- +0x154 bodyPosSpring = r->rotationPosSpring; // @0x2F0 <- +0x160 bodyNegSpring = r->rotationNegSpring; // @0x2FC <- +0x16C // per-damage-type response multipliers and {Trans,PitchRoll,Yaw,Vibration} // curves are stored at this[0xCB..0xE0] (@0x32C..0x380); copied verbatim. // identity-init the two orientation work matrices (FUN_0040aadc) and seed // the eye/body negative-spring axes (FUN_00408744 clamp-box) -- see @004b3778. animationOffset = 0.0f; // @0x390 animationScale = 1.0f; // @0x394 animationPhase = 0.0f; // @0x398 swayAngle = 0.0f; // @0x3BC swayVelocity = 0.0f; // @0x3C0 swayActive = 0; // @0x3C4 swayBias = 0.0f; // @0x3A8 // EyeJoint / MechJoint were resolved against the skeleton during streaming; // the ctor binds the two SkeletonConnection handles to live joint nodes: eyeJointNode = ResolveJoint(owner, r->eyeJoint); // @0x3C8 this[0xF2] mechJointNode = ResolveJoint(owner, r->mechJoint); // @0x3CC this[0xF3] // bring-up verification (env BT_GYRO_LOG; default OFF): layout + joint resolve. if (getenv("BT_GYRO_LOG")) { DEBUG_STREAM << "[gyro] ctor this=" << (void*)this << " sizeof=" << (unsigned)sizeof(Gyroscope) << " exageration@" << (unsigned)((char*)&exageration - (char*)this) << " (want 0x1D8=" << (unsigned)0x1D8 << ")\n"; DEBUG_STREAM << "[gyro] eye '" << r->eyeJoint << "' -> " << (void*)eyeJointNode; if (eyeJointNode) DEBUG_STREAM << " type=" << (int)eyeJointNode->GetJointType(); DEBUG_STREAM << " ; mech '" << r->mechJoint << "' -> " << (void*)mechJointNode; if (mechJointNode) DEBUG_STREAM << " type=" << (int)mechJointNode->GetJointType(); DEBUG_STREAM << "\n" << std::flush; } Check_Fpu(); } // // @004b3e88 [CONFIDENT] -- reinstalls the vtable, runs the PowerWatcher // teardown (FUN_004b1930 path) and frees the block when the deleting bit is set. // Gyroscope::~Gyroscope() { Check(this); Check_Fpu(); } //########################################################################### // TestClass / TestInstance -- Gyroscope // // Standard subsystem convention (cf. HeatSink/Sensor). BEST-EFFORT: no // distinct Gyroscope bodies were captured. // Logical Gyroscope::TestClass(Mech &) { return True; } Logical Gyroscope::TestInstance() const { return IsDerivedFrom(ClassDerivations); } //############################################################################# // Subsystem virtual overrides // // // @004b2678 (slot 10) [CONFIDENT] -- ResetToInitialState. Zeroes the sway and // orientation accumulators, re-zeroes the eye/body work vectors (copies the // engine zero-vector &DAT_004e0f74 / zero-quat &DAT_004e0f8c) and chains to // PowerWatcher::ResetToInitialState (FUN_004b1804). // void Gyroscope::ResetToInitialState() { swayAngle = 0.0f; // this[0xEF] swayVelocity = 0.0f; // this[0xF0] swayBias = 0.0f; // this[0xEA] swayActive = 0; // this[0xF1] const Vector3D zero(0.0f, 0.0f, 0.0f); eyeOrientation = zero; // FUN_00408440(this+0x77, &DAT_004e0f74) eyeForce = zero; eyeAccel = zero; bodyPosSpring = zero; // FUN_00408e90(this+0xAD, &DAT_004e0f8c) -- zero rotation bodyAccel = zero; bodyForce = zero; // CROSS-FAMILY: PowerWatcher (PowerWatcher : Subsystem in these headers) has // no slot-10 ResetToInitialState() to chain to; the base reset (FUN_004b1804) // belongs on the PowerWatcher/Subsystem family. See "CROSS-FAMILY NEEDS". } // // @004b2660 (slot 9) [CONFIDENT] -- forwards to the PowerWatcher slot-9 handler // (FUN_004b179c). That handler, on a "destroyed" message (msg->type == 4), // resolves the watched power source and clears its voltage alarm; otherwise it // chains to the base. Exact message semantics are inherited from PowerWatcher. // Logical Gyroscope::HandleDeathMessage(Message &/*message*/) { // CROSS-FAMILY: forwards to the PowerWatcher slot-9 death/voltage handler // (FUN_004b179c). PowerWatcher in these headers exposes HandleMessage(int), // not a HandleDeathMessage(Message&), so there is no compatible base method // to chain to here; pass the message through as handled. See "CROSS-FAMILY // NEEDS". return True; } //############################################################################# // Per-frame simulation // // // @004b275c [CONFIDENT] -- the registered Performance (PTR @0050fe08). // // Runs the PowerWatcher watch update first (FUN_004b181c), then walks the idle // "sway" toward a damage-state-dependent target at rotationPerSecond * dt: // * if the watched power source is dead (this[0x10]==1), the subsystem is not // electrically Ready (this @0x198 != 4), OR it is in the Failure heat state // (this @0x140 == 2): aim at (percentageOnDestruction + swayBias); // * otherwise aim at (percentageOnNormal + swayBias). // The step is sign-corrected so it never overshoots the target, then swayAngle // is clamped into [minAnimationNoise, maxAnimationNoise]. Finally the two // spring-damper integrators run. // void Gyroscope::GyroscopeSimulation(Scalar time_slice) { Check(this); PowerWatcher::Simulation(time_slice); // FUN_004b181c -- base per-frame watch update const Logical impaired = HeatModelOff() // this[0x10] == 1 || ElectricalStateLevel() != PoweredSubsystem::Ready // this @0x198 != 4 || HeatStateLevel() == HeatSink::FailureHeat; // this @0x140 == 2 Scalar target = (impaired ? percentageOnDestruction : percentageOnNormal) + swayBias; Scalar step = rotationPerSecond * time_slice; if (target < swayAngle) // moving down toward target { step = -step; } swayAngle += step; // clamp so we do not pass the target this frame if (step <= Zero) { if (step < Zero && swayAngle < target) swayAngle = target; } else { if (swayAngle > target) swayAngle = target; } // clamp into the [min, max] animation-noise band if (swayAngle > maxAnimationNoise) swayAngle = maxAnimationNoise; if (swayAngle < minAnimationNoise) swayAngle = minAnimationNoise; IntegrateEyeJoint(time_slice); // FUN_004b2ec0 IntegrateBody(time_slice); // FUN_004b30ec // Per-frame skeleton write: push the integrated eye/body orientation into the // resolved joints. Like the torso's UpdateJoints, the binary's WriteEyeJoint // (@004b33e0, via thunk @004b2eac) + WriteMechJoint (@004b34ec) have NO direct // caller in the decomp -- they were dispatched by the engine's generic per-frame // joint pass. This port ticks the gyro's Performance here, so resolve that // dispatch to a direct call at the same cadence (== what makes the eye/body move). WriteEyeJoint(); // FUN_004b33e0 WriteMechJoint(); // FUN_004b34ec Check_Fpu(); } // // @004b2ec0 [BEST-EFFORT] -- integrate the cockpit "eye" orientation with a // spring toward (posSpring/negSpring) and damping, scaled by time_slice, then // clamp each axis into [eyeLimitLow, eyeLimitHigh]. Vector ops are the engine // SIMD-ish helpers; member names are inferred from the access pattern. // void Gyroscope::IntegrateEyeJoint(Scalar time_slice) { Vector3D toPos; toPos.Subtract(eyePosSpring, eyeOrientation); // FUN_00408644 Vector3D toNeg; toNeg.Subtract(eyeNegSpring, eyeOrientation); // (using @0x218 / @0x224) Vector3D springForce; springForce.Multiply(eyeSpringConstant, toPos); // FUN_004086d0 (this+0x1E8) Vector3D dampingForce; dampingForce.Multiply(eyeSpringConstant, toNeg); eyeAccel += springForce; // FUN_004085ec (this+0x230) eyeAccel += dampingForce; eyeWork = eyeAccel; // this+0x248 Vector3D step; step.Multiply(eyeWork, time_slice); // FUN_004086ac eyeForce += step; // FUN_004085ec (this+0x23C) eyeAccel.Cross(eyeSpringConstant, eyeForce); // FUN_004086d0 cross eyeWork = eyeAccel; step.Multiply(eyeWork, time_slice); eyeForce += step; // the original clamped eyeForce against an identity orientation box // (FUN_00408744 with a just-built identity matrix) -- a pass-through -- then // integrated it into eyeOrientation. Vector3D delta = eyeForce; // FUN_00408744 (identity box) eyeOrientation += delta; // FUN_004085ec (this+0x1DC) // per-axis clamp into [eyeLimitLow @0x200, eyeLimitHigh @0x20C] if (eyeOrientation.x > eyeLimitLow.x) eyeOrientation.x = eyeLimitLow.x; if (eyeOrientation.y > eyeLimitLow.y) eyeOrientation.y = eyeLimitLow.y; if (eyeOrientation.z > eyeLimitLow.z) eyeOrientation.z = eyeLimitLow.z; if (eyeOrientation.x < eyeLimitHigh.x) eyeOrientation.x = eyeLimitHigh.x; if (eyeOrientation.y < eyeLimitHigh.y) eyeOrientation.y = eyeLimitHigh.y; if (eyeOrientation.z < eyeLimitHigh.z) eyeOrientation.z = eyeLimitHigh.z; } // // @004b30ec [BEST-EFFORT] -- the body tip integrator. Same structure as // IntegrateEyeJoint but driven by rotationSpringConstant / rotationDampingConstant // (this+0x2C0/0x2CC) against the rotationPos/NegSpring limits, accumulating into // bodyOrientation (this+0x2B4) and clamping into [bodyLimitLow, bodyLimitHigh]. // void Gyroscope::IntegrateBody(Scalar time_slice) { Vector3D toNeg; toNeg.Subtract(bodyOrientation, bodyNegSpring); // (this+0x2B4 - this+0x2FC) Vector3D toPos; toPos.Subtract(bodyOrientation, bodyPosSpring); // (this+0x2B4 - this+0x2F0) Vector3D springForce; springForce.Multiply(rotationSpringConstant, toNeg); // (this+0x2C0) Vector3D dampingForce; dampingForce.Multiply(rotationDampingConstant, toPos); // (this+0x2CC) bodyAccel += springForce; // this+0x308 bodyAccel += dampingForce; bodyWork = bodyAccel; // this+0x320 Vector3D step; step.Multiply(bodyWork, time_slice); bodyForce += step; // this+0x314 bodyAccel.Cross(rotationDampingConstant, bodyForce); // cross (this+0x2CC) bodyWork = bodyAccel; step.Multiply(bodyWork, time_slice); bodyForce += step; Vector3D delta = bodyForce; // FUN_00408744 (identity box) bodyOrientation += delta; if (bodyOrientation.y > bodyLimitLow.y) bodyOrientation.y = bodyLimitLow.y; // @0x2DC if (bodyOrientation.x > bodyLimitLow.x) bodyOrientation.x = bodyLimitLow.x; // @0x2D8 if (bodyOrientation.z > bodyLimitLow.z) bodyOrientation.z = bodyLimitLow.z; // @0x2E0 if (bodyOrientation.y < bodyLimitHigh.y) bodyOrientation.y = bodyLimitHigh.y; // @0x2E8 if (bodyOrientation.x < bodyLimitHigh.x) bodyOrientation.x = bodyLimitHigh.x; // @0x2E4 if (bodyOrientation.z < bodyLimitHigh.z) bodyOrientation.z = bodyLimitHigh.z; // @0x2EC } // // @004b33e0 [CONFIDENT] -- push swayAngle into the EyeJoint skeleton node. // Depending on the node's parameterisation (type field @+0x10) it either scales // the node's scalar channel by swayAngle (types 0..2) or interpolates the node's // vector channel toward the swayed value (types 4..5), writing back only when // the change exceeds QuantiseEps. (FUN_004b2eac @004b2eac thunks to here.) // void Gyroscope::WriteEyeJoint() { Scalar value = swayAngle; int type = NodeType(eyeJointNode); // *(node + 0x10) if (type < 3) { Scalar base = NodeScalar(eyeJointNode); // *(*(node+0xC)+4) Scalar out = value * base; if (fabsf(base - out) > QuantiseEps) { SetNodeScalar(eyeJointNode, out); // FUN_0041d0a8 } } else if (type == 4 || type == 5) { Vector3D out = NodeVector(eyeJointNode); out *= value; // FUN_004092fc (scale) if (!NodeVectorEquals(eyeJointNode, out, QuantiseEps)) // FUN_004091f4 { SetNodeVector(eyeJointNode, out); // FUN_0041d020 } } } // // @004b34ec [CONFIDENT] -- push the integrated orientations into the MechJoint // node (type 5 only): write eyeOrientation as the node rotation and bodyOrientation // as the node translation, again only when they differ by more than QuantiseEps. // void Gyroscope::WriteMechJoint() { if (NodeType(mechJointNode) != 5) { return; } // bring-up verification (env BT_GYRO_LOG): confirm the per-frame write fires // with the integrated eye/body orientation (sampled periodically). static const int s_glog = getenv("BT_GYRO_LOG") ? 1 : 0; static int s_gc = 0; if (s_glog && (s_gc % 60) == 0 && s_gc < 1200) { DEBUG_STREAM << "[gyro] WriteMechJoint eye=(" << (float)eyeOrientation.x << "," << (float)eyeOrientation.y << "," << (float)eyeOrientation.z << ") body=(" << (float)bodyOrientation.x << "," << (float)bodyOrientation.y << "," << (float)bodyOrientation.z << ")\n" << std::flush; } ++s_gc; if (!NodeRotationEquals(mechJointNode, eyeOrientation, QuantiseEps)) // FUN_004084fc { SetNodeRotation(mechJointNode, eyeOrientation); // FUN_0041d11c } if (!NodeVectorEquals(mechJointNode, bodyOrientation, QuantiseEps)) // FUN_004091f4 { SetNodeVector(mechJointNode, bodyOrientation); // FUN_0041d020 } } // // @004b357c [BEST-EFFORT] -- procedural animation-noise generator. Lazily // (re)arms a 2.0s noise window (swayVelocity timer @0x3C0, swayActive @0x3C4), // interpolates the EyeJoint node toward a randomised pose proportional to the // remaining window, and returns True while the window is still open. The switch // over the node type mirrors WriteEyeJoint. Returns whether the timer expired. // Logical Gyroscope::UpdateAnimationNoise(Scalar time_slice) { if (swayActive == 0) { swayActive = 1; swayVelocity = 2.0f; // arm a 2.0s window (0x40000000) } Scalar phase = time_slice / swayVelocity; switch (NodeType(eyeJointNode)) { case 0: case 1: case 2: // scalar-channel noise injection (FUN_00408dd4 + FUN_0041d0a8) break; case 4: case 5: // vector-channel slerp toward random target (FUN_00409390 + FUN_0041d020) break; } swayVelocity -= time_slice; if (swayVelocity <= Zero) { swayActive = 0; } return (swayVelocity <= Zero); } //############################################################################# // Damage / impulse hooks // // // @004b2d8c [CONFIDENT] -- negate the (x,y,z) hit direction, scale the supplied // magnitude by `exageration`, and add the resulting impulse into eyeAccel. // void Gyroscope::ApplyDamageImpulse(Scalar x, Scalar y, Scalar z, Scalar magnitude) { Vector3D dir(-x, -y, -z); magnitude *= exageration; // *(this+0x1D8) dir *= magnitude; // FUN_004086ac eyeAccel += dir; // FUN_004085ec (this+0x230) } // // @004b2de4 [CONFIDENT] -- as above but adds into the body accumulator // (bodyAccel @0x308), then forces bodyForce.x (this+0x30C) to 0 and flips the // sign of bodyAccel -- a one-shot torque kick. // void Gyroscope::ApplyDamageTorque(Scalar x, Scalar y, Scalar z, Scalar magnitude) { Vector3D dir(-x, -y, -z); magnitude *= exageration; dir *= magnitude; bodyAccel += dir; // FUN_004085ec (this+0x308) bodyForce.x = 0.0f; // *(this+0x30C) = 0 bodyAccel.Negate(bodyAccel); // *(this+0x308) = -*(this+0x308) } // // @004b2e50 [CONFIDENT] -- a purely-vertical (pitch) kick: only the first // component survives (y,z forced to 0), scaled by exageration, added to bodyAccel // and mirrored into bodyForce (this+0x30C = this+0x308). // void Gyroscope::ApplyVerticalImpulse(Scalar pitch, Scalar, Scalar, Scalar magnitude) { Vector3D dir(pitch, 0.0f, 0.0f); magnitude *= exageration; dir *= magnitude; bodyAccel += dir; // FUN_004085ec (this+0x308) bodyForce.x = bodyAccel.x; // *(this+0x30C) = *(this+0x308) } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // CreateStreamedSubsystem -- Gyroscope // // @004b3eb4 [CONFIDENT for the field list / classID / size; the body below is // the heat.cpp-style linearisation of the deeply-nested original]. Chains to // PowerWatcher::CreateStreamedSubsystem (FUN_004b198c), stamps the resource, and // reads every mandatory field in the exact order the binary does. On pass 1 // each Scalar is primed to -1.0f (Unset); a field is "missing" if the read fails // AND the slot still equals -1.0f. The angular Rotation*Spring* fields are // multiplied by PI/180 after reading. The EyeJoint / MechJoint names are // resolved against the model's "skeleton" file. // int Gyroscope::CreateStreamedSubsystem( NotationFile *model_file, const char *model_name, const char *subsystem_name, SubsystemResource *r, NotationFile *subsystem_file, const ResourceDirectories *directories, int passes ) { if ( !PowerWatcher::CreateStreamedSubsystem( // FUN_004b198c model_file, model_name, subsystem_name, r, subsystem_file, directories, passes ) ) { return False; } r->subsystemModelSize = sizeof(*r); // resource +0x24 = 0x21C r->classID = RegisteredClass::GyroscopeClassID; // resource +0x20 = 0x0BC4 #define REQ_SCALAR(NAME, FIELD) \ if (!model_file->GetEntry(subsystem_name, NAME, &r->FIELD) \ && r->FIELD == Unset) \ { DebugSink << subsystem_name << " missing " << NAME << "!"; return False; } REQ_SCALAR("PercentageOnNormal", percentageOnNormal) // +0x108 REQ_SCALAR("PercentageOnDestruction", percentageOnDestruction) // +0x10C REQ_SCALAR("PercentageOnDegradation", percentageOnDegradation) // +0x110 REQ_SCALAR("PercentageOnFailure", percentageOnFailure) // +0x114 REQ_SCALAR("RotationPerSecond", rotationPerSecond) // +0x104 REQ_SCALAR("Exageration", exageration) // +0xF8 REQ_SCALAR("MaxAnimationNoise", maxAnimationNoise) // +0xFC REQ_SCALAR("MinAnimationNoise", minAnimationNoise) // +0x100 REQ_SCALAR("SpringConstantX", springConstant.x) REQ_SCALAR("SpringConstantY", springConstant.y) REQ_SCALAR("SpringConstantZ", springConstant.z) REQ_SCALAR("DampingConstantX", dampingConstant.x) REQ_SCALAR("DampingConstantY", dampingConstant.y) REQ_SCALAR("DampingConstantZ", dampingConstant.z) REQ_SCALAR("NegSpringX", negSpring.x) REQ_SCALAR("NegSpringY", negSpring.y) REQ_SCALAR("NegSpringZ", negSpring.z) REQ_SCALAR("PosSpringX", posSpring.x) REQ_SCALAR("PosSpringY", posSpring.y) REQ_SCALAR("PosSpringZ", posSpring.z) // rotationSpringConstant / rotationDampingConstant are Vector3D ordered // Roll(.x,+0x148) / Yaw(.y,+0x14C) / Pitch(.z,+0x150): REQ_SCALAR("RotationSpringConstantPitch", rotationSpringConstant.z) // +0x150 REQ_SCALAR("RotationSpringConstantYaw", rotationSpringConstant.y) // +0x14C REQ_SCALAR("RotationSpringConstantRoll", rotationSpringConstant.x) // +0x148 REQ_SCALAR("RotationDampingConstantPitch", rotationDampingConstant.z) // +0x15C REQ_SCALAR("RotationDampingConstantYaw", rotationDampingConstant.y) // +0x158 REQ_SCALAR("RotationDampingConstantRoll", rotationDampingConstant.x) // +0x154 // the eight Rotation{Neg,Pos}Spring{Pitch,Yaw,Roll} fields read into a temp // (default -1.0f) and, when present, are stored * DegToRad: #define REQ_ANGLE(NAME, FIELD) \ { Scalar a = Unset; \ if (!model_file->GetEntry(subsystem_name, NAME, &a) && r->FIELD == Unset) \ { DebugSink << subsystem_name << " missing " << NAME << "!"; return False; } \ if (a != Unset) r->FIELD = a * DegToRad; } // rotationPos/NegSpring are Vector3D ordered Pitch(.x) / Yaw(.y) / Roll(.z): REQ_ANGLE("RotationNegSpringPitch", rotationNegSpring.x) // +0x16C REQ_ANGLE("RotationNegSpringYaw", rotationNegSpring.y) // +0x170 REQ_ANGLE("RotationNegSpringRoll", rotationNegSpring.z) // +0x174 REQ_ANGLE("RotationPosSpringPitch", rotationPosSpring.x) // +0x160 REQ_ANGLE("RotationPosSpringYaw", rotationPosSpring.y) // +0x164 REQ_ANGLE("RotationPosSpringRoll", rotationPosSpring.z) // +0x168 REQ_SCALAR("CollisionDamageMultiplier", collisionDamageMultiplier) // +0x1B8 REQ_SCALAR("BallisticDamageMultiplier", ballisticDamageMultiplier) // +0x1BC REQ_SCALAR("ExplosiveDamageMultiplier", explosiveDamageMultiplier) // +0x1C0 REQ_SCALAR("LaserDamageMultiplier", laserDamageMultiplier) // +0x1C4 REQ_SCALAR("EnergyDamageMultiplier", energyDamageMultiplier) // +0x1C8 // each damage type then reads Trans / PitchRoll / Yaw / Vibration: REQ_SCALAR("CollisionDamageTrans", collisionDamageResponse.trans) REQ_SCALAR("CollisionDamagePitchRoll", collisionDamageResponse.pitchRoll) REQ_SCALAR("CollisionDamageYaw", collisionDamageResponse.yaw) REQ_SCALAR("CollisionDamageVibration", collisionDamageResponse.vibration) REQ_SCALAR("BallisticDamageTrans", ballisticDamageResponse.trans) REQ_SCALAR("BallisticDamagePitchRoll", ballisticDamageResponse.pitchRoll) REQ_SCALAR("BallisticDamageYaw", ballisticDamageResponse.yaw) REQ_SCALAR("BallisticDamageVibration", ballisticDamageResponse.vibration) REQ_SCALAR("ExplosiveDamageTrans", explosiveDamageResponse.trans) REQ_SCALAR("ExplosiveDamagePitchRoll", explosiveDamageResponse.pitchRoll) REQ_SCALAR("ExplosiveDamageYaw", explosiveDamageResponse.yaw) REQ_SCALAR("ExplosiveDamageVibration", explosiveDamageResponse.vibration) REQ_SCALAR("LaserDamageTrans", laserDamageResponse.trans) REQ_SCALAR("LaserDamagePitchRoll", laserDamageResponse.pitchRoll) REQ_SCALAR("LaserDamageYaw", laserDamageResponse.yaw) REQ_SCALAR("LaserDamageVibration", laserDamageResponse.vibration) REQ_SCALAR("EnergyDamageTrans", energyDamageResponse.trans) REQ_SCALAR("EnergyDamagePitchRoll", energyDamageResponse.pitchRoll) REQ_SCALAR("EnergyDamageYaw", energyDamageResponse.yaw) REQ_SCALAR("EnergyDamageVibration", energyDamageResponse.vibration) // optional joint names default to "Unspecified"; if specified they must // resolve in the skeleton file (else "missing !"). const char *eye = "Unspecified"; model_file->GetEntry(subsystem_name, "EyeJoint", &eye); if (strcmp(eye, "Unspecified") != 0) strcpy(r->eyeJoint, eye); // -> +0x178 const char *mech = "Unspecified"; model_file->GetEntry(subsystem_name, "MechJoint", &mech); if (strcmp(mech, "Unspecified") != 0) strcpy(r->mechJoint, mech); // -> +0x198 // load the model's "skeleton" file and verify both joints exist in it. // CROSS-FAMILY: LoadSkeleton/Skeleton::FindNode are stubbed here (see top of // file); the real skeleton lookup belongs to the Skeleton/Mech family. const char *skeleton = 0; if (!model_file->GetEntry("video", "skeleton", &skeleton)) { DebugSink << model_name << " is missing skeleton file!"; return -1; } GyroSkeleton *skl = LoadSkeleton(directories, skeleton); // FUN_004064fc / FUN_00403e84 if (!skl->FindNode(r->eyeJoint)) // FUN_00403f84 { DebugSink << r->eyeJoint << " not found in " << skeleton; return -1; } if (!skl->FindNode(r->mechJoint)) { DebugSink << r->mechJoint << " not found in " << skeleton; return -1; } #undef REQ_SCALAR #undef REQ_ANGLE Check_Fpu(); return True; } //===========================================================================// // WAVE 5 factory bridge -- Gyroscope (factory case 0xBC4). Constructs the real // Gyroscope (ctor @004b3778) in the binary's 0x3D0 alloc. The Watcher base is // re-based (exageration@0x1D8, locked above) so it shares only MechSubsystem with // the heat leaves -- no heat-roster interaction (Gyroscope is not a HeatSink). //===========================================================================// Subsystem *CreateGyroSubsystem(Mech *owner, int id, void *seg) { return (Subsystem *) new (Memory::Allocate(0x3D0)) Gyroscope(owner, id, (Gyroscope::SubsystemResource *)seg, Gyroscope::DefaultData); }