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TeslaRel410/restoration/source410/BT/TORSO.NOTES.md
T
CydandClaude Fable 5 87b1c048cf BT410 Phase 5.3.5: eyepointRotation -- torso elevation pitches the eye/aim-ray, not a joint
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>
2026-07-21 21:51:28 -05:00

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# TORSO.CPP / .HPP — reconstruction notes
`Torso` (: PowerWatcher) drives torso twist (horizontal) and weapon elevation
(vertical). Tuning rates/limits stream from the resource
(`horizontal/verticalRotationPerSecond`, `horizontal/verticalLimit*`,
`torsoHorizontalEnabled`).
## Reconstructed
- Ctor: streams the base rates (deg→rad) + limits + `horizontalEnabled`, primes
`currentTwist`/`currentElevation`/analog axes to 0, and installs
`TorsoSimulation` as the per-frame Performance (the replicant copy is
console-driven via `TorsoCopySimulation`, still staged).
- `analogElevationAxis` / `analogTwistAxis` members + `SetAnalogElevationAxis` /
`SetAnalogTwistAxis` setters (written by `MechControlsMapper::InterpretControls`).
- `CurrentTwist()` / `CurrentElevation()` / `GetHorizontalEnabled()` accessors.
- `TorsoSimulation(Scalar)` — per-frame aim integration (authentic core):
- `currentElevation += analogElevationAxis · baseElevationRate · dt`, clamped
to [verticalLimitBottom, verticalLimitTop];
- if `horizontalEnabled`: `currentTwist += analogTwistAxis · baseTwistRate ·
dt`, clamped to [horizontalLimitLeft, horizontalLimitRight].
**VERIFIED** (`BT_MECH_LOG` `[mppr] torsoElev=`, forced-input `BT_FORCE_ELEV`):
stick pitch 0.8 slews the elevation up and clamps at the authentic
`verticalLimitTop` = 0.349 rad = **20°**. Zero Fail.
## Skeleton-joint binding (2026-07-21)
The twist joints are now RESOLVED and BOUND: the ctor calls
`owner->ResolveJoint(torsoHorizontalJoint / torsoHorizontalShadowJoint)` (the
skeleton is live — see MECH.NOTES.md), stores them as `Joint*`, and
`TorsoSimulation` pushes `currentTwist` onto `horizontalJointNode` via
`Joint::SetRotation` (hinge → `Radian`; ball → `EulerAngles` yaw).
The bring-up TEST.EGG mech has a FIXED torso (`horizJoint=''`, `enabled=0`), so
its twist path is inert — correctly guarded (null joint → no apply, no crash). A
torso-twist mech drives the joint. Verified headlessly; the VISUAL rotation
needs the renderer.
## Elevation does NOT drive a gun joint (corrected 2026-07-21)
Checked BT411 before reconstructing a "gun-elevation joint": no such joint
binding exists anywhere in the authentic engine. `currentElevation` instead
composes into `Mech::eyepointRotation` (the cockpit-eye / weapon-boresight
pitch) — see MECH.NOTES.md "PHASE 5.3 INCREMENT 5". `TorsoSimulation` only
needed to keep advancing the scalar state, which it already did; the missing
piece was the CONSUMER (`Mech::Simulate`'s eyepoint composition), now
reconstructed and verified (`torsoElev` == `eyePitch` every frame).
## Deferred
- HUD free-aim slew, the look-button state machine (`BTCommitLookState` /
`gBTLookPitch`/`gBTLookYaw` — composes with elevation into the full
eyepoint), `TorsoCopySimulation` (replicant console-driven aim) — still
staged.