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BT411/context/locomotion.md
T
arcattackandClaude Fable 5 d4e139a0d9 Gait v5: display+travel from the LEG channel (kills the stutter class)
User-reported recurrence of "legs stutter and lose sync".  Live [sync] showed
advSum/legSum drifting 5->92 during walk-up churn, then locking.  Reproduced
headlessly (BT_FORCE_OSC throttle feathering + BT_FORCE_TURN + the new
per-frame BT_SYNC_LOG probe) and root-caused in two parts:

- SEED: the bring-up turn-in-place trigger arms only the LEG channel, so the
  walk re-entry lands one frame apart -> a persistent clip phase offset.
- AMPLIFIER: with offset clips the two end-of-clip callbacks fire on different
  frames; a demand change landing between them picks DIFFERENT next states
  (one channel winds down, the other keeps walking) -> opposite-phase churn
  (observed bs=6 ls=7 -- body on walk-R, leg on walk-L).

Under v4 (display+travel = BODY) the out-of-phase LEG pose showed through on
every frame the body didn't write joints (Standing/wind-down) = the visible
stutter/pop.

DISASM GROUND TRUTH (neither Advance fn has a static decomp caller; found by
byte-scanning the CODE section for e8 calls):
  - master perf (0x4a9b5c gap) -> AdvanceLegAnimation @0x4aa399 (air @0x4aa388)
    -> -dist/dt into localVelocity (+0x1cc): the LEG drives LOCAL travel and
    (writing last) the displayed pose;
  - IntegrateMotion (0x4ab1c8, body advance @0x4ab312, caller FUN_004ab430 =
    the projected-origin updater) -> -dist/dt into projectedVelocity (+0x2a0):
    the BODY is the dead-reckoning PROJECTOR -- locally invisible.
  v4's reading of FUN_004ab430 as the travel source was wrong.

FIX: advance body FIRST (projection; its writes get overwritten), leg LAST
(displayed pose); travel = legAdv under the two-channel split.  Display ==
travel through the LEG by construction -- body-channel drift can no longer
become visible, structurally (not by input-symmetry luck).

Verified: trn+feathering repro clean; straight drive locked (adv==proj);
solo goto=enemy kill chain intact; MP 2-node drive-to-range cross-pod kill
intact (241 hits, DESTROYED); no crashes.  KB corrected (locomotion.md roles
+ P3_LOCOMOTION.md v5 entry).  New gated instruments: BT_SYNC_LOG,
BT_FORCE_OSC.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 16:25:49 -05:00

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id, title, status, source_sections, related_topics, key_terms, open_questions
id title status source_sections related_topics key_terms open_questions
locomotion Locomotion — gait, the ground model, collision, shadow established PROGRESS_LOG.md §7, §10 (gait/ground/collision/shadow); docs/P3_LOCOMOTION.md
asset-formats
decomp-reference
reconstruction-gotchas
combat-damage
rendering
RootTranslation
ground-model
SequenceController
MechControlsMapper
SLD
joint
Authentic per-mech turn-rate constant (currently bring-up constant)
Body-callback gimp handlers (states 16-19); airborne callbacks

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 0x4a9b5c gap region) calls AdvanceLegAnimation @0x4aa399 (airborne @0x4aa388) and stores -dist/dt into localVelocity (+0x1cc) — the leg drives the local mech's TRAVEL and, advancing LAST (mj=1), the DISPLAYED pose. It reads the LIVE speedDemand and owns trn/turn-in-place + the early-stand wind-down guard. [T1]
  • BODY channel = the replication PROJECTOR. IntegrateMotion (0x4ab1c8; body advance @0x4ab312, from FUN_004ab430, the projected-origin/dead-reckon updater) stores -dist/dt into projectedVelocity (+0x2a0) — the dead-reckoning feed for update records. Its phase drift is locally INVISIBLE in the binary. (The recon does not yet wire this store — follow-up.) [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 via BT_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) slews bodyCycleSpeed toward the demand through walk/run caps (LoadLocomotionClips, mech3.cpp:326 — measures walkStride/standSpeed via legAnimation.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.

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:

  1. ctor lifts collisionTemplate->minY by 5% of volume X-width (the probe height + wall-vs-floor separation).
  2. per frame MoveCollisionVolume() re-finds the containing node in the zone's BoundingBoxTree (BOXTREE.cpp — NOT a heightfield).
  3. probe q = origin + (0, lift, 0)FindBoundingBoxUnder(q, &h) (h = distance down to the highest solid top; 1 = miss).
  4. 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.
  5. GetCurrentCollisionsProcessCollisionListMech::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. localVelocity is 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 flat *_tshd.bgf proxy drawn as blend-pass geometry, posed by jointshadow (terrain tilt) + jointtshadow (torso twist). Terrain-tilt samples the collision surface gradient; a depth-bias (D3DRS_DEPTHBIAS, decal-style) stops it z-fighting/vanishing on inclines. Polar maps have STUB *_tshd (shadow authored-off on snow). Also the visual-ground conform (btvisgnd.cpp, render-only lift to the visible terrain triangles — presentation only, never touches localOrigin). [T2]

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