Files
BT411/context/cockpit-view.md
T
arcattackandClaude Fable 5 abaa145b6f 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>
2026-07-11 06:46:54 -05:00

8.3 KiB
Raw Blame History

id, title, status, source_sections, related_topics, key_terms, open_questions
id title status source_sections related_topics key_terms open_questions
cockpit-view First-Person Cockpit: the *_cop Canopy + the Authentic Eyepoint living 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
rendering
bgf-format
gauges-hud
subsystems
decomp-reference
material-ramp
siteeyepoint
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)

First-Person Cockpit: the *_cop Canopy + the Authentic Eyepoint

The pod's only view was the cockpit eyepoint looking out through a per-mech canopy shell. Task #55 reconstructed both halves — the CANOPY rendering and the EYE camera — from the binary. Verified in-game on the Madcat against gameplay footage. [T2]

The canopy shell (*_COP.BGF)

  • One per mech (12: AVX BLX FIX JAX LOX MAX OWX RAX SNX STX THX VUX; model→skeleton table in BTL4.RES @~3232850: madcat=mad, blkhawk=blh, … — the INSIDE skeleton is the X-variant, so Madcat = MAX_COP). It is the torso segment's SkeletonType_A mesh; the inside view loads EXACTLY ONE segment mesh (the _cop) — 25 others hidden. [T2]
  • Material: <pfx>skin:blakskn_dz_{u,r,l}torso_mtl — DIFFUSE/AMBIENT (0,0,0) + RAMP_REF softer, NO texture (BLXSKIN.BMF is 238 bytes total; byte-verified). The 56 nonzero-UV verts in BLX_COP sample nothing (planar-projection authoring leftover). [T1]
  • Geogroups carry the SV_SPECIAL " dz_*torso PUNCH " token → dpl_Punchize (see bgf-format PUNCH). The board opcode is a constant — the frame/window discriminator is the GEOMETRY, not a key. [T1]
  • Every _cop is an OPEN STRUT LATTICE (boundary-edge ratios, per-patch edge namespacing: 38-59% across all 12). The struts ARE the frame; the openings ARE the windows. Beware the edge-counting trap: counting edges across patches (patch-local indices collide) undercounts boundaries catastrophically (BLX "7%" wrong → 59% right). [T1]
  • Rendering (bgfload.cpp): keyed by filename (meshIsCop, stem contains _cop):
    1. Single-sided (emitTri): double-siding draws far struts through the near openings → the "black box". BT_COP_DOUBLE=1 restores (diag).
    2. Per-face INWARD winding orientation (finish()): the l/r torso patches are MIRRORED copies, so no global winding works — orient each face's kept winding toward the mesh interior (where the pilot sits). BT_COP_FLIP=1 flips (diag).
    3. Dark softer-ramp frame colour: texture-less ramp + no normals = unlit; evaluate the ramp at a flat index, default BT_COP_RAMP_L=0.08 (near the dark end — [T3] tuned to the near-black frame in footage; the board's exact unlit index is not in the code).
  • The shell SHOWS by default in the inside view (btl4vid.cpp ApplyViewSkeleton); BT_HIDE_COCKPIT=1 hides it (diag).
  • Wrong turns, recorded so they stay dead: (a) "windows are punch texels" — no texel exists; (b) dropping the PUNCH-tagged batches as "windshield glass" — the punch patch IS the visible frame (dropping it removed the whole cockpit); (c) a view-direction face-cut heuristic — not data-derivable, superseded by the lattice + winding treatment.

The authentic eyepoint (decomp-verified [T1])

Pipeline: eyeWorld = parentSegmentWorld · baseOffset · R(EyepointRotation); VIEW = inverse(eyeWorld). No LookAt anywhere.

  • Eye ctor = FUN_004579a8 (part_007.c:9274, = DPLEyeRenderable). Caller (part_014.c:5525-66, BTL4VID.CPP) gates on segment name "siteeyepoint", passes:
    • offset matrix = the segment's GetBaseOffset() (segment+0x74, the LOCAL rest transform) — NOT GetSegmentToEntity, NOT an upright basis;
    • parent = the eyepoint segment's parent draw component (dcs_array[GetParentIndex()]) — liveness (torso pose, gait, gyro) reaches the eye ONLY through this parent chain;
    • the EyepointRotation entity attribute (EulerAngles; Mech member, init 0).
  • Combine order: FUN_0040b104(dst,A,B) computes dst = B × A (translation from B) → the eye local = baseOffset × R, R applied FIRST in eye-local space. Recomputed only when the euler CHANGES (FUN_00457b48 @part_007.c:9360, epsilon gate).
  • Per-frame view = FUN_004c22c4 (part_013.c:11742): rebuilds eyeWorld from the view-DCS's live accumulated transform, then FUN_0040b244 = TRUE AFFINE INVERSE → the view matrix, then a UNIFORM zoom scale. The forward/up axes fall out of the eye's own basis — the renderer never picks an axis. (Our old hand-rolled D3DXMatrixLookAtRH with forward=+Z/up=+Y row extraction was exactly why some mechs aimed into the canopy — see reconstruction-gotchas.)
  • Port implementation: btl4vid.cpp (eye build: offset_matrix + parent_DCS), L4VIDRND.cpp DPLEyeRenderable::Execute (order Orient × R, D3DXMatrixInverse on the live path — note the ctor also holds a copy of this code but its view write is DEAD; patch the Execute).

Status per mech + the gyro (task #56 — gyro now LIVE)

  • Madcat (MAX_COP): verified good on pure defaults — dark domed frame (top arch + cross-braces + A-pillars + dash), world through the openings. Un-regressed with the gyro live.
  • The gyro is RE-ENABLED and clean (task #56): ctor field-map + integrators + writers reconstructed byte-exact from @004b3778/@004b2ec0/@004b30ec/@004b34ec, layout static_assert-locked (sizeof==0x3D0), joint-write dispatch moved to the MECH performance tail (GyroFrameJointWrite, matching the binary calls @0x4aaf74/83), gyro↔torso pitch link wired (gyro+0x258 = &torso currentTwist). Runtime: both joints resolve type 5, Performance installed (flags 0x100), WriteMechJoint eyePos=(0,0,0) body=(0,0,0) finite every frame — the old NaN is gone. Mechanism: WriteMechJoint drives ONE node (jointeye, which parents siteeyepoint): TRANSLATION = the eye position spring, ROTATION = the body tip spring. WriteEyeJoint is a MULTIPLICATIVE sway attenuator on jointlocal's animated rotation (gated legAnimState!=0; must run after the animation pass). [T2 runtime-verified]
  • Steady-offset hypothesis DISPROVEN [T2]: the .MDL spring targets are SYMMETRIC (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 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 be the gyro. BT_EYE_FWD=0.6 still reveals the correct bhk1 view, so the eye-vs-canopy relationship is off by ~0.6u for that group by some OTHER mechanism (candidates: a joint in the siteeyepoint parent chain we don't pose, per-mech skeleton rest differences, or the canopy authored for a view state we don't replicate). OPEN.
  • Hit-bounce: plumbing live, trigger missing. The integrators + ApplyDamageImpulse/Torque/ Vertical hooks are faithful and ready, but the binary's damage→gyro fan-out FUN_004b2980 (0x4b2980-0x4b2d8b, called from the damage hub @0x4a02fb; also direct crunch kicks @0x4aa254/0x4aa288/…) is an unexported gap not yet reconstructed — nothing kicks the gyro yet. Also pending: the mech+0x3F0 overspeed sway model (bytes 0x4aade8-0x4aaf14; we feed swayBias=0), and the per-frame EyepointRotation.pitch = torso pitch writer (FUN_004b66b4 @0x4aafab) + the mapper glance-look states (FUN_004afd10) — separate fidelity items.

Diagnostics / env gates

BT_FORCE_MODEL=<name> (force the player mech: madcat/owens/sunder/…; btl4mssn.cpp), BT_HIDE_COCKPIT, BT_COP_DOUBLE, BT_COP_FLIP, BT_COP_RAMP_L, BT_COP_DEBUG (paint the shell green), BT_COP_DUMP (per-batch punch/bbox), BT_EYE_FWD=<f> (push the eye forward — the position probe), [EYECHK] log (eye world pos + look dir + entity pos, first frames).

Key Relationships