Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads on-demand instead of every session. ZERO CONTEXT LOST: - docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the lossless safety net + the "full detail" quick-lookup fallback. - 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview, §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness, §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b -> reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems, render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions). - reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub. CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table, evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime / T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure. Retains the load-bearing work directives (build recipe pointer, "keep current" mandate). Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup + docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the detailed logs; context/*.md are the curated digests that route into them. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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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 |
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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:
- LEG channel writes the skeleton JOINTS from the live demand (a local sim; its joint writes are overwritten by the body).
- BODY channel is the DISPLAYED motion — travel comes from the SAME Advance that writes the
displayed joints (
move_joints=1), so display == travel BY CONSTRUCTION (v4 fix — killed the desync class). [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.
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 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]
Key Relationships
- Detail:
docs/P3_LOCOMOTION.md. Uses: asset-formats (SKL/ANI), decomp-reference (offsets). - Feeds: combat-damage (collision→damage), rendering (shadow/visual-conform).