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TeslaRel410/restoration/source410/BT/GYRO.HPP
T
CydandClaude Fable 5 41fca98f85 BT410 5.3.110: the gyroscope lives -- the cockpit's springs, the hit bounce, and the crunch, all wired
The feel wave's cornerstone, transcribed from the task-#56 byte-exact donor
per the GYRO.NOTES.md plan:

  THE SPRINGS.  IntegrateEyeJoint (@004b2ec0): the eye TRANSLATION spring
  whose equilibrium (posSpring+negSpring)/2 IS the authentic steady eye
  offset, with the byte-verified quirks intact -- the damping step
  OVERWRITES the force accumulator (it carries last frame's damping and
  the damage impulses by design) and the position step has NO dt.
  IntegrateBody (@004b30ec): the body ROTATION spring, X/Z-crossed on the
  spring force and crossed AGAIN on the orientation step.

  THE SIM (@004b275c): chain the power watch (5.3.109's mirrors), slew the
  sway angle between the powered and impaired percentages -- impaired reads
  the gyro's OWN mirrored alarms: watchdog != Ready or heat == Failure --
  band-clamp, run both integrators.  The Performance ends there.

  THE JOINT WRITES (@004b33e0/@004b34ec) live where the binary calls them:
  the MECH master-perf tail after the gait pass, death-gated -- the idle
  sway onto the EyeJoint, and TRANSLATION <- eyePosition + ROTATION <-
  bodyOrientation onto 'jointeye', the BallTranslation joint the cockpit
  eyepoint rides.  Every write QuantiseEps-gated.

  THE HIT BOUNCE (@004b2980): every non-collision hit shakes the cockpit.
  Direction from the damage force (random horizontal when ~zero), rotated
  into the yaw-only torso frame, per-type priced amount/multiplier*response
  (Explosive alone reads burstCount), clamped 1.3 UPPER only, then the four
  kicks -- impulse, torque (which zeroes .y and negates itself), the fixed
  up-axis vibration, and the vertical mirror.  Fed from the damage hub's
  step 1, BEFORE zone resolution -- an invalid-zone hit still shakes you.

  THE CRUNCH: driving through a crushable prop now kicks the gyro (torque
  0.4 along the contact normal, upward impulse 0.2) -- the 5.3.102 staged
  site, closed.

Resource: the five DamageResponse quads {trans,pitchRoll,yaw,vibration}
appended after the multipliers (record 0x21C, binary-verified layout) --
they were always in the stream; we simply never read them.  The ctor now
zeroes every accumulator (the donor's history records a NaN poison from
exactly that omission), copies the clamp pairs (body doubled), self-points
externalPitchPtr at spare0 until a torso binds it, and REGISTERS the
Performance on the master -- it ticks live, no fault.

Stub census: 19 across 13 files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 16:42:56 -05:00

202 lines
6.4 KiB
C++

//===========================================================================//
// File: gyro.hpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: Gyroscope -- the eye/body stabilisation subsystem //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(GYRO_HPP)
# define GYRO_HPP
# if !defined(POWERSUB_HPP)
# include <powersub.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//################### Gyroscope Model Resource #########################
//###########################################################################
//
// One per-damage-type response row: how hard a hit of that type kicks
// the four gyro channels.
//
struct Gyroscope__DamageResponse
{
Scalar trans;
Scalar pitchRoll;
Scalar yaw;
Scalar vibration;
};
struct Gyroscope__SubsystemResource:
public PowerWatcher::SubsystemResource
{
Scalar reservedF4;
Scalar exageration;
Scalar maxAnimationNoise;
Scalar minAnimationNoise;
Scalar rotationPerSecond;
Scalar percentageOnNormal;
Scalar percentageOnDestruction;
Scalar percentageOnDegradation;
Scalar percentageOnFailure;
Vector3D springConstant;
Vector3D dampingConstant;
Vector3D posSpring;
Vector3D negSpring;
Vector3D rotationSpringConstant;
Vector3D rotationDampingConstant;
Vector3D rotationPosSpring;
Vector3D rotationNegSpring;
char eyeJoint[32];
char mechJoint[32];
Scalar collisionDamageMultiplier;
Scalar ballisticDamageMultiplier;
Scalar explosiveDamageMultiplier;
Scalar laserDamageMultiplier;
Scalar energyDamageMultiplier;
//
// The five response quads follow the multipliers in the stream
// (record size 0x21C -- binary-verified layout).
//
Gyroscope__DamageResponse collisionDamageResponse;
Gyroscope__DamageResponse ballisticDamageResponse;
Gyroscope__DamageResponse explosiveDamageResponse;
Gyroscope__DamageResponse laserDamageResponse;
Gyroscope__DamageResponse energyDamageResponse;
};
//###########################################################################
//############################## Gyroscope #############################
//###########################################################################
//
// The gyro drives the cockpit eye joint (view stabilisation) and the body
// lean. The tuning constants are read from the resource; the eye/body
// dynamics state (springs, forces, velocities, work matrices) is advanced by
// the per-frame GyroscopeSimulation and held in dynamicsState until that
// (staged) method is reconstructed with the named fields.
//
class Gyroscope:
public PowerWatcher
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
typedef void
(Gyroscope::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
void
ResetToInitialState();
void
GyroscopeSimulation(Scalar time_slice);
//
// The two integrators (called by the sim) and the two joint writes
// (called by the MECH master performance tail, after the gait --
// NOT by the sim; binary @0x4aaf74/83).
//
void
IntegrateEyeJoint(Scalar time_slice);
void
IntegrateBody(Scalar time_slice);
void
WriteEyeJoint();
void
WriteMechJoint();
//
// The hit-bounce feeds. ApplyDamageResponse is the damage hub's
// fan-out (every non-collision hit shakes the cockpit); the three
// primitive kicks are also fed directly by the collision CRUNCH.
//
void
ApplyDamageResponse(const Damage &damage);
void
ApplyDamageImpulse(Scalar x, Scalar y, Scalar z, Scalar magnitude);
void
ApplyDamageTorque(Scalar x, Scalar y, Scalar z, Scalar magnitude);
void
ApplyVerticalImpulse(Scalar pitch, Scalar magnitude);
public:
typedef Gyroscope__SubsystemResource SubsystemResource;
Gyroscope(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~Gyroscope();
protected:
Scalar exageration;
Scalar maxAnimationNoise;
Scalar minAnimationNoise;
Scalar rotationPerSecond;
Scalar percentageOnNormal;
Scalar percentageOnDestruction;
Scalar percentageOnDegradation;
Scalar percentageOnFailure;
Vector3D springConstant;
Vector3D dampingConstant;
Vector3D posSpring;
Vector3D negSpring;
Vector3D rotationSpringConstant;
Vector3D rotationDampingConstant;
Vector3D rotationPosSpring;
Vector3D rotationNegSpring;
Scalar damageMultiplier[5];
Gyroscope__DamageResponse
damageResponse[5];
//
// The eye TRANSLATION spring state (the steady eye offset + hit
// bounce) and the body ROTATION spring state (the hull tip). The
// clamps are COPIES of the spring pairs, taken at ctor time (the
// body pair scaled by 2).
//
Vector3D eyePosition, eyeVelocity, eyeForce, eyeWork;
Vector3D eyeClampUpper, eyeClampLower;
Vector3D bodyOrientation, bodyVelocity, bodyForce, bodyWork;
Vector3D bodyClampUpper, bodyClampLower;
//
// Sway (the animation-noise wander the sim slews between the
// powered/impaired percentages) and the placement scratch the
// damage fan-out rotates hit directions through.
//
Scalar swayAngle, swayBias, swayVelocity;
int swayActive;
Vector3D placeRot, placePos;
Scalar placeQuat[4];
Scalar workMatrix[12];
Scalar spare0;
Scalar *externalPitchPtr; // -> the torso twist (yaw-only hit
// frame); self-points at spare0
// until a torso binds it
Vector3D vibrationDirection; // the fixed up axis
Joint *eyeJointNode;
Joint *mechJointNode;
};
#endif