Torso twist / weapon-elevation subsystem. Named tuning members (rates/limits in radians, button-accel) + twist/elevation dynamics pad; ctor chains PowerWatcher, copies tuning (RAD_PER_DEG), skips skeleton-joint resolution (deferred to the live Mech link). statics/dtor/test real; TorsoSimulation/TorsoCopySimulation staged. Cockpit leaf trio complete (Gyroscope/HUD/Torso). BT: 30 ok. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
118 lines
3.6 KiB
C++
118 lines
3.6 KiB
C++
//===========================================================================//
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// File: torso.hpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: Torso -- the torso twist / weapon-elevation 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(TORSO_HPP)
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# define TORSO_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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//##################### Torso Model Resource ###########################
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//###########################################################################
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struct Torso__SubsystemResource:
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public PowerWatcher::SubsystemResource
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{
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Scalar horizontalRotationPerSecond;
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Scalar verticalRotationPerSecond;
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Scalar horizontalLimitRight;
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Scalar horizontalLimitLeft;
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Scalar verticalLimitTop;
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Scalar verticalLimitBottom;
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char torsoHorizontalJoint[32];
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char torsoHorizontalShadowJoint[32];
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Logical torsoHorizontalEnabled;
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Scalar buttonAccelerationPerSecond;
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Scalar buttonAccelerationStartValue;
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};
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//###########################################################################
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//############################### Torso ################################
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//###########################################################################
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//
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// Drives torso twist (horizontal) and weapon elevation (vertical). The
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// tuning rates/limits come from the resource; the live twist/elevation state
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// and the resolved skeleton joints are advanced by the per-frame
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// TorsoSimulation (staged) once the Mech skeleton link is live.
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//
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class Torso:
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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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(Torso::*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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Scalar
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CurrentTwist() const { return currentTwist; }
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void
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TorsoSimulation(Scalar time_slice);
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void
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TorsoCopySimulation(Scalar time_slice);
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public:
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typedef Torso__SubsystemResource SubsystemResource;
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Torso(
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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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~Torso();
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protected:
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int isDamagedCopy;
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int statusFlags;
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Logical horizontalEnabled;
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Scalar baseTwistRate;
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Scalar baseElevationRate;
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Scalar horizontalLimitRight;
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Scalar horizontalLimitLeft;
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Scalar verticalLimitTop;
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Scalar verticalLimitBottom;
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Scalar twistCenterHigh;
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Scalar twistCenterLow;
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Scalar elevationCenter;
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Scalar elevationHalfBottom;
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Scalar buttonAccelerationPerSecond;
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Scalar buttonAccelerationStart;
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int buttonRampActive;
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Scalar buttonRamp;
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void *horizontalJointNode;
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void *horizontalShadowJointNode;
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Scalar currentTwist;
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Scalar currentElevation;
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//
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// Twist/elevation dynamics accumulators advanced by TorsoSimulation.
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// Reserved until the per-frame sim is reconstructed (phase 5).
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//
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Scalar dynamicsState[24];
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};
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#endif
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