# 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).