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TeslaRel410/restoration/source410/BT/GYRO.HPP
T
CydandClaude Fable 5 4ad97b5d41 BT410 5.3.131: the instability reaches the pilot -- the sway loop closes, and every watcher in the mech turns out to be inert
The gyro's sway slew (@004b275c) was already reconstructed and already
read the cell the master perf writes -- swayBias -- which nothing had
ever written.  So the mechInstability member I added to the gyro in
5.3.127 was a duplicate of that same cell, the second such mistake this
arc after realMaxSpeed/runSpeedMax.  The lesson repeats: grep our own
tree for an existing carve before adding a member for a binary offset.

Merged, and the loop closes: the instability model now publishes into
swayBias, so an unstable mech shakes its pilot harder through code that
was already correct and waiting for a writer.  Also corrected: the
binary's impaired gate has three terms where ours had two -- a gyro
destroyed outright swings to the impaired sway base, not only an
unpowered or heat-failed one.

Verified on the rig (BT_SWAY_LOG): bias arrives, the angle slews toward
base+bias and stays inside the authored band, zero faults.

AND THE LOG IMMEDIATELY EARNED ITS KEEP.  It showed impaired=1 for an
entire clean run.  Instrumenting the three terms: state=0, heat=0 -- so
the new term is inert and correct -- but watchdog=0 where Ready is 4.
PowerWatcher::UpdateWatch falls back to 0 when its watched link resolves
NULL, and watchedLink is default-constructed and bound NOWHERE in the
tree, for PowerWatcher and HeatWatcher alike.

So the whole watcher family is inert: every watcher resolves NULL, every
PowerWatcher reports its target unpowered, and the gyro has been sitting
on its destruction-grade sway base since the sway model landed --
invisibly, until this log existed.  The fix needs the streamed watch
index and a real ctor bind; guessing a binding is precisely what this
project forbids, so it is recorded with its evidence for the next
sitting rather than improvised now.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 08:12:23 -05:00

223 lines
7.3 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.
//
public:
//
// The mech's instability, republished here by the master perf every
// frame (binary gyro+0x3a8) straight into the sway bias below.
//
void
SetSwayBias(Scalar instability)
{ Check(this); swayBias = instability; }
protected:
//
// swayAngle the live cockpit noise amplitude (binary gyro+0x3bc),
// slewed toward its target at rotationPerSecond and clamped into
// the authored [minAnimationNoise, maxAnimationNoise] band.
// swayBias THE MECH'S INSTABILITY (binary gyro+0x3a8), added to
// the sway target: the closer the mech is to going over, the
// harder the cockpit shakes. 5.3.131 -- this member always
// existed and the slew always read it, but nothing wrote it; the
// separate 'mechInstability' member added in 5.3.127 was a
// duplicate of the same cell and is retired.
//
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