10 KiB
id, title, status, source_sections, related_topics, key_terms, open_questions
| id | title | status | source_sections | related_topics | key_terms | open_questions | |||||||||||||
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| locomotion | Locomotion — gait, the ground model, collision, shadow | established | PROGRESS_LOG.md §7, §10 (gait/ground/collision/shadow); docs/P3_LOCOMOTION.md |
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Locomotion
Walking, the gait controller, the ground/collision model, and the shadow. All DEFAULT-ON now
(BT_GAIT_CUTOVER, BT_GAIT_SM, BT_COLLISION, BT_REAL_CONTROLS — set =0 to fall back). Full
detail: docs/P3_LOCOMOTION.md + docs/PROGRESS_LOG.md §7, §10.
Walk speed is animation-driven (not physics)
Each .ANI has a [RootTranslation] where .z = forward root SPEED (world units/s). The
engine AnimationInstance::Animate(dt, move_joints) integrates movement += Δt·rootTrans.z and
moves the body that far → feet plant by construction (no stride constant; k=1). Idle anims have
z=0. The .MOD physics governed thrust VEHICLES, NOT walk gait. [T1]
The two-channel gait (real controls)
The BT SequenceController (seqctl.cpp, from SelectSequence@004277a8+Advance@0042790c) drives
locomotion. Under BT_REAL_CONTROLS two channels run — roles corrected 2026-07-09 (task #49) from
raw disasm (both Advance fns had NO static decomp caller; found by byte-scanning for e8 calls):
- LEG channel = the LOCAL sim. The master perf (the
0x4a9b5cgap region) callsAdvanceLegAnimation@0x4aa399 (airborne @0x4aa388) and stores-dist/dtinto localVelocity (+0x1cc) — the leg drives the local mech's TRAVEL and, advancing LAST (mj=1), the DISPLAYED pose. It reads the LIVEspeedDemandand owns trn/turn-in-place + the early-stand wind-down guard. [T1] - BODY channel = the replication PROJECTOR.
IntegrateMotion(0x4ab1c8; body advance @0x4ab312, fromFUN_004ab430, the projected-origin/dead-reckon updater) stores-dist/dtinto projectedVelocity (+0x2a0) — the dead-reckoning feed for update records. Its phase drift is locally INVISIBLE in the binary. The literal projectedVelocity store is unwired, but the update-record velocity feed is live via the localVelocity/worldLinearVelocity maintenance (mech4.cpp VELOCITY STORAGE block) — replicant gait (task #50) runs off it. [T1] v5 (current): display == travel BY CONSTRUCTION through the LEG (body advances first, leg last). History: v3 (travel=leg, display=body) foot-slipped — two channels, different consumers; v4 unified BOTH on the body (mis-reading 0x4ab430 as the travel source) — feet planted, but whenever the two state machines phase-split, the out-of-phase LEG pose showed through on frames the body didn't write (Standing/wind-down) = the RECURRING "legs stutter / lose sync" report. The split mechanism [T2, reproduced viaBT_FORCE_OSC+BT_FORCE_TURN+BT_SYNC_LOG]: (a) SEED — the bring-up trn trigger arms only the leg (authentic trn dispatcher still unlocated), so the walk re-entry lands 1 frame apart; (b) AMPLIFIER — with offset clips the end-of-clip callbacks fire on different frames, so a demand change landing between them picks DIFFERENT next states (one winds down, one keeps walking) → opposite-phase churn. Under v5 both effects still exist but only skew the projection channel. [T2] The gait STATE MACHINE (AdvanceBodyAnimation, mech2.cpp) slewsbodyCycleSpeedtoward the demand through walk/run caps (LoadLocomotionClips, mech3.cpp:326 — measureswalkStride/standSpeedvialegAnimation.SelectSequence). Transition callbacks (Mech::BodyClipFinished @0x4a6d8c,LegClipFinished @0x4a6928— PE-parsed jump tables) alternate walk 6↔7 / run 12↔13 + walk→run. [T2] ⚠ Aliasing bug class (namedClip):namedClip[]@0x5e0 ==animationClips[]@0x5cc+0x14 (ONE array);gimpBaseClip@0x64c ==animationClips[0x20];bodyAnimationState@0x728 ==bodyStateAlarm.level. Declared-separate members don't see each other's writes — alias them. Replicants (task #50): travel = engine DeadReckon; leg channel driven joints-only from the replicated worldLinearVelocity -> speedDemand (mech4.cpp REPLICANT MOTION) — detail in multiplayer. [T2]
The AUTHENTIC 1995 ground model (default-on, BT_GROUND_REAL)
Decoded by the 10-agent ground-model-decode workflow (binary FUN_004a9b5c = the master perf).
NO GRAVITY anywhere — accelerations zeroed every frame. Vertical position = an ABSOLUTE per-frame
ground SNAP:
- ctor lifts
collisionTemplate->minYby 5% of volume X-width (the probe height + wall-vs-floor separation). - per frame
MoveCollisionVolume()re-finds the containing node in the zone's BoundingBoxTree (BOXTREE.cpp — NOT a heightfield). - probe
q = origin + (0, lift, 0)→FindBoundingBoxUnder(q, &h)(h = distance down to the highest solid top; −1 = miss). - snap gate
h > 1e-4:origin.y -= (h − lift)⇒ y = surfaceY exactly. MISS ⇒ NOTHING (y holds, no runaway). Up-slope bounded by the lift window (implicit step allowance); walk-offs drop instantly. GetCurrentCollisions→ProcessCollisionList→Mech::ProcessCollision(@0x4abb40, vtbl+0x3c): BoxedSolid resolver → StaticBounce → owner classification. Crushable icon (flags&0x8000) = damage 0.00123f sentinel = move stands; damage>0 = FULL FRAME REJECTION (walls block, never slide); impactVel²>40 = crash-anim (SetLegAnimation(0x20)). [T2] KEY:FindSmallestNodeContainingColumn/FindBoundingBoxUnder(FUN_0040e36c/0040e5f0, BOXTREE.CPP) are ALIVE in the 2007 engine — the "heightfield" labels were wrong (caused two reverted attempts). A master mech needs a CollisionAssistant (GetCurrentCollisions iterates it unchecked). BT solids ship ZERO tiles (h never negative). [T2]
Knockdown / crash + the desync/stutter fixes
Wall impacts iv²>40 (~6.3 u/s) bind the bmp stagger clip. Two documented bug fixes: (a) the
knockdown must stagger BOTH channels (SetBodyAnimation(0x20) + SetLegAnimation(0x20)) or display
- travel split permanently (foot-slip); (b) a contact-hysteresis gate (0.4 s
gBlockCooldown) stops the knockdown re-firing on sustained/glancing contact.localVelocityis zeroed while crashed (spec-faithful) so a knocked mech can't keep advancing. [T2]
Controls (BT_REAL_CONTROLS, default-on)
MechControlsMapper (mechmppr.cpp @004afbe0; btl4mppr.cpp mappers) interprets input → speedDemand
/ turnDemand. ⚠ WndProc NEVER receives WM_KEYUP (the engine's per-frame reader GetMessages
them out) → poll GetAsyncKeyState per frame, gated on foreground. Virtual controls: W/S sweep a
persistent throttle LEVER with a zero detent; A/D a momentary auto-centering stick. [T2]
Shadow (default-on, BT_SHADOW_TILT)
BT 4.10's shadow is the *_tshd.bgf proxy, posed by jointshadow (terrain tilt — the SKL's own
contract: "apply terrain angle to pitch and roll") + jointtshadow (torso twist). The working 2026-07-09
arrangement (user-verified live: feet layer over it, opaque, survives inclines/declines) has FOUR
co-dependent parts — change one, re-check the others:
- TILT (mech.cpp
UpdateShadowJoint): quad up aligned to the surface normal via an orthonormal basis fed to the ENGINE's own LinearMatrix→EulerAngles conversion — hand-derived Euler signs are exactly how two prior tilt attempts "dug into the hillside"/vanished. ~35° cliff-guard cap. - SAMPLER (mech4.cpp): gradient from the collision probes PLUS
BTVisualGroundLiftper probe (the quad hugs the VISIBLE terrain, whose lift varies across a slope); world→local by the TRUE yaw fromlocalToWorld(NOT thegDriveHeadingscalar mirror — the task-#48 drift bug class).BT_SHADOW_LOGtraces the normals. - DRAW ORDER (
PASS_SHADOW, l4d3d.h/L4VIDRND/L4VIDEO): shadows draw between the STATIC terrain and the DYNAMIC opaque bodies (classic decal order), so the mech z-passes over the shadow — the bias can never paint the shadow OVER the feet, structurally. - BIAS pairing (L4D3D.cpp): tilt on (default) → decal epsilon −0.0008;
BT_SHADOW_TILT=0(flat A/B fallback) → the old −0.004 it needs to survive slope burial.BT_SHADOW_BIASoverrides. - LOADER-LEVEL TAG (L4D3D.cpp
LoadObjectBGF):*tshd*filenames getSetIsShadow(1)in the LOADER, not at call sites. The V VIEW TOGGLE (SetViewInside) and the damage swaps RELOAD segment meshes; an untagged reload disengages the whole pipeline — solid opaque black, no bias, buried on any slope ("shadow broke mid-session after pressing V", user-confirmed fixed). The all-shadow- material detector misses the mech proxy (plain black material, not shadow_mtl). [T2] Polar maps have STUB*_tshd(shadow authored-off on snow). The visual-ground conform (btvisgnd.cpp) stays render-only (never touches localOrigin). [T2] ⚠ "Shadow vanishes on inclines" now has THREE confirmed/suspected causes — diagnose before fixing: (a) the V-toggle/reload UNTAG above (solid black + buried; broke mid-session; the likeliest cause of the recurring reports — a relaunch always "fixed" it because the fresh build re-tagged); (b) gait desync popping the displayed root pose past the bias margin (the first 2026-07-09 recurrence co- resolved with gait v5, no shadow code changed — though (a) may have contributed) [T2 obs; mechanism T4]; (c) genuine slope burial when the quad is flat/mis-tilted (the depth-bias margin is finite). Check[shadowobj]tag lines and[sync]/BT_SYNC_LOGbefore touching bias/tilt.
Key Relationships
- Detail:
docs/P3_LOCOMOTION.md. Uses: asset-formats (SKL/ANI), decomp-reference (offsets). - Feeds: combat-damage (collision→damage), rendering (shadow/visual-conform).