Investigated the next planned binding (elevation -> gun joints jointlgun/
jointrgun) before implementing it, and found it was the wrong target: BT411's
own reverse-engineering history records that NO gun/arm elevation joint exists
in the authentic engine. The pod's stick-Y aim pitches the COCKPIT EYE and the
weapon boresight directly (mech4.cpp @~5219, pixel-calibrated against real
screenshots) -- the torso geometry never tilts for elevation on this mech
family. Reconstructing a gun-joint binding would have been invented behavior.
- MECH.HPP: EulerAngles eyepointRotation member (out of reservedState, now
[208]) + GetEyepointRotation() accessor.
- MECH.CPP: composed each frame in Simulate -- eyepointRotation =
EulerAngles(Radian(Normalize(lookPitch+elevation)), Radian(Normalize(lookYaw)),
Radian(0)), reading Torso::CurrentElevation() via sinkSourceSubsystem.
lookPitch/lookYaw are 0 until the look-button wave (BTCommitLookState) lands.
Verified: BT_FORCE_ELEV=0.8 -> torsoElev and eyePitch both read 0.349066 (the
authentic 20 degree resource limit) every frame, exact match; neutral -> 0.
Zero Fail. Corrected TORSO.NOTES.md's prior (wrong) "next: gun joints" note.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reconstructs the shared skeleton-joint resolver and binds the first subsystem
(Torso) to the live skeleton.
- Mech::ResolveJoint(name) (mech.cpp @00424b60): GetSegment(name) -> segment
joint index -> GetJointSubsystem()->GetJoint(idx).
- Verified the JointedMover base streams the full skeleton headlessly:
jointCount=19, 40 named segments (gun joints jointlgun/jointrgun, shoulders,
hip, leg joints jointlthigh..jointrankle). BT_MECH_LOG [skel] summary;
BT_SKEL_DUMP lists every segment/jointIdx.
- Torso resolves + binds its twist joint (ResolveJoint(torsoHorizontalJoint))
and pushes currentTwist onto it via Joint::SetRotation (hinge->Radian,
ball->EulerAngles yaw). The TEST.EGG mech has a fixed torso (horizJoint='',
enabled=0) so its twist path is inert -- correct + guarded, zero Fail.
Next joint piece: elevation -> gun joints (jointlgun/jointrgun, the fixed-torso
aim mechanism) via weapon-joint binding; then gait leg animation. Both are
VISIBLE only under the renderer; headlessly the joint transforms are loggable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reconstructs Torso::TorsoSimulation (installed as the Torso's per-frame
Performance) and wires the torso aim into MechControlsMapper::InterpretControls,
so the control surface now covers aiming as well as locomotion.
- TORSO: analogElevationAxis/analogTwistAxis + SetAnalog* setters,
CurrentElevation()/GetHorizontalEnabled() accessors. TorsoSimulation slews
currentElevation += analogElevationAxis*baseElevationRate*dt clamped to the
vertical limits, and (if horizontalEnabled) currentTwist by the twist axis
clamped to the horizontal limits (authentic torso.cpp core; the skeleton-joint
application is deferred with the render wave).
- InterpretControls: routes stick pitch (stick_y, squared) into the torso
elevation every mode; Std/Vet route stick yaw into the twist. BT_FORCE_ELEV
dev hook.
Verified: BT_FORCE_ELEV=0.8 -> the elevation slews up and clamps at the authentic
verticalLimitTop = 0.349 rad = 20deg; neutral -> 0; zero Fail.
Deferred: skeleton-joint application (render wave), HUD free-aim slew,
look/eyepoint commit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>