BT410 5.3.108: gyro increment plan captured -- the feel wave's cornerstone, decoded and ready to transcribe

All donor evidence gathered (task #56 byte-exact integrators, the damage
fan-out, the master-perf joint-write split); the sidecar carries the full
8-step transcription plan so the increment is deterministic to resume.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Cyd
2026-08-03 16:01:02 -05:00
co-authored by Claude Fable 5
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# GYRO.CPP — reconstruction notes
**Status: ctor + streaming RECONSTRUCTED; the per-frame simulation is the
in-flight increment (plan below). Donor: BT411 gyro.cpp (1106 lines, task
#56 BYTE-EXACT [T1] on the integrators and the damage fan-out).**
## Why this TU is the feel wave's cornerstone
The gyro owns the cockpit's physical feel: the eye TRANSLATION spring (the
steady eye offset + hit bounce, written to the 'jointeye' BallTranslation
joint that `siteeyepoint` rides) and the body ROTATION spring (the hull tip).
The 5.3.99 collision block's staged "gyro crunch" feed and the damage hub's
staged hit-bounce both land here.
## The transcription plan (all donor line refs gathered 2026-08-03)
1. **Members** (carve `dynamicsState[64]`): eyePosition/eyeVelocity/eyeForce/
eyeWork (Vector3D), bodyOrientation/bodyVelocity/bodyForce/bodyWork,
swayAngle/swayBias/swayVelocity/swayActive, placeRot/placePos,
workMatrix[12], externalPitchPtr (the torso-twist Scalar*), eyeJointNode/
mechJointNode (Joint*), damageResponse[5] {trans,pitchRoll,yaw,vibration},
vibrationDirection (fixed up axis). Clamps are ALIASES: eyeClampUpper ==
posSpring, eyeClampLower == negSpring; body likewise on the rotation pair.
2. **GyroscopeSimulation** (@004b275c): PowerWatcher::Simulation(dt); the
impaired pick (HeatModelOff || electrical != Ready || heat == FailureHeat)
selects percentageOnDestruction vs Normal + swayBias as the sway target;
slew by rotationPerSecond*dt with no-overshoot clamps, band-clamp into
[minAnimationNoise, maxAnimationNoise]; IntegrateEyeJoint; IntegrateBody.
The performance ENDS there — WriteEyeJoint/WriteMechJoint are called from
the MECH master perf tail (@0x4aaf74/83), i.e. our Simulate gait seam,
with the death/leg-anim gates.
3. **IntegrateEyeJoint** (@004b2ec0, byte-exact): both spring terms use
springConstant; damping OVERWRITES the force accumulator (carries into
next frame by design); position += velocity with NO dt; per-axis clamp
min-vs-posSpring then max-vs-negSpring.
4. **IntegrateBody** (@004b30ec): same shape, three quirks — spring force
X/Z-CROSSED (k.x*d.z, k.y*d.y, k.z*d.x); damping componentwise uncrossed;
orientation += velocity CROSSED again (x+=v.z, z+=v.x). Clamp vs the
rotation spring pair.
5. **WriteEyeJoint** (@004b33e0): swayAngle onto the EyeJoint node — scalar
channel scaled for hinge types <3, vector channel scaled for 4/5, write
only past QuantiseEps. **WriteMechJoint** (@004b34ec): 'jointeye' type-5
ONLY: SetTranslation(eyePosition) + SetRotation(EulerAngles from
bodyOrientation), each QuantiseEps-gated.
6. **Damage hooks**: ApplyDamageImpulse (negate dir, *exageration, +=
eyeForce); ApplyDamageTorque (same into bodyForce, then bodyForce.y = 0,
then whole-vector NEGATE); ApplyVerticalImpulse (x-only kick, .y mirrors
.x). **ApplyDamageResponse** (@004b2980, byte-exact): no-op on Collision
or zero amount; direction = damageForce or random-horizontal when ~0;
rotate into the yaw-only torso frame (externalPitchPtr) and re-normalize;
per-type scale amount/multiplier[type]*response[type].{4 terms}
(Explosive alone multiplies burstCount); clamp each at 1.3 UPPER only;
then the four kicks: impulse(dir,trans), torque(dir,pitchRoll),
vibration along vibrationDirection, vertical(yaw term).
7. **Wiring**: the damage hub's staged gyro feed (MECH.CPP
TakeDamageMessageHandler step 1) calls ApplyDamageResponse; the crushable
CRUNCH branch calls Torque(n,0.4)+Impulse(up,0.2) (already-shaped site);
Simulate's gait seam calls WriteEyeJoint+WriteMechJoint on the master
after the gait advances (death/leg gates per the binary tail).
8. **Family bridge**: Mech::DistributeCollisionDamage already references
Gyroscope::ClassDerivations directly — no ODR bridge needed in our tree.
## Verification plan
BT_GYRO_LOG prints the joint writes + NaN sentinel; a live arena run with
enemy fire should show [gyro-dmg] fan-outs and 'jointeye' translation motion
on the wire (the cockpit eye rides it — visible as view bounce on hits).