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TeslaRel410/restoration/source410/BT/GYRO.NOTES.md
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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

71 lines
4.3 KiB
Markdown

# GYRO.CPP — reconstruction notes
**Status: FULLY RECONSTRUCTED AND WIRED (2026-08-03). The simulation,
both integrators, both joint writes, all four damage hooks, and the three
feeds (damage hub, collision crunch, master-perf joint-write dispatch) are
live; the registered Performance ticks without fault. Deep verification --
the visible cockpit bounce under fire -- is an operator/rig item. Donor:
BT411 gyro.cpp (task #56 byte-exact).**
## 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).