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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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