Cockpit view live: V toggle, camera gate, real EyepointRotation, inside skeleton
- V toggles the authentic cockpit eyepoint <-> the chase camera. Both eyes coexist; DPLEyeRenderable::Execute now writes the VIEW only when it IS mCamera (unconditional writes let the last-executed eye stomp the toggle). - EyepointRotation is a real zeroed EulerAngles member on Mech (was bound to the shared junk attrPad -- the eye composes this attribute into the view EVERY frame, so the cockpit camera was rotated by garbage: the canted horizon, then the black screen). The eye-slew systems write it later. - The cockpit eye mounts at the eyepoint's REST position with a clean upright forward basis on the tree root (the live joint chain fed it the site tilt + torso pose; authentic pitch/yaw is the deferred gyro eye chain). - The inside view swaps the player to the INSIDE skeleton mesh set (SkeletonType_A): 19 body segments hide, exactly one mesh remains -- blx_cop.bgf, the authentic cockpit canopy shell around the eyepoint. It currently renders as a black enclosure (the black-screen report), so it is HIDDEN pending its interior/punch-material rendering (BT_INSIDE_COCKPIT=1 shows it for that work). Damage gstates respected in both directions; RemakeEntity keys off the DISPLAYED skeleton. - Dev: BT_START_INSIDE=1 starts in the cockpit view. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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c2f70f6348
commit
56f02b2176
@@ -5571,7 +5571,11 @@ void
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++dbgEyeExec;
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}
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myDevice->SetTransform(D3DTS_VIEW, &view);
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// Only the ACTIVE camera writes the view: the BT view toggle builds
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// BOTH the cockpit and chase eyes; an unconditional write here let
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// whichever eye executed LAST stomp the toggled camera every frame.
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if (myRenderer->mCamera == this)
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myDevice->SetTransform(D3DTS_VIEW, &view);
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myRenderer->GetMatrixStack()->Pop();
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}
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else if (dbgEyeExec < 8)
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