Files
TeslaRel410/restoration/source410/BT/TORSO.CPP
T
CydandClaude Fable 5 9fff0e969e BT410 Phase 5.3.4: Mech::ResolveJoint + skeleton-joint binding (torso twist)
Reconstructs the shared skeleton-joint resolver and binds the first subsystem
(Torso) to the live skeleton.

- Mech::ResolveJoint(name) (mech.cpp @00424b60): GetSegment(name) -> segment
  joint index -> GetJointSubsystem()->GetJoint(idx).
- Verified the JointedMover base streams the full skeleton headlessly:
  jointCount=19, 40 named segments (gun joints jointlgun/jointrgun, shoulders,
  hip, leg joints jointlthigh..jointrankle). BT_MECH_LOG [skel] summary;
  BT_SKEL_DUMP lists every segment/jointIdx.
- Torso resolves + binds its twist joint (ResolveJoint(torsoHorizontalJoint))
  and pushes currentTwist onto it via Joint::SetRotation (hinge->Radian,
  ball->EulerAngles yaw). The TEST.EGG mech has a fixed torso (horizJoint='',
  enabled=0) so its twist path is inert -- correct + guarded, zero Fail.

Next joint piece: elevation -> gun joints (jointlgun/jointrgun, the fixed-torso
aim mechanism) via weapon-joint binding; then gait leg animation. Both are
VISIBLE only under the renderer; headlessly the joint transforms are loggable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 16:17:37 -05:00

203 lines
6.0 KiB
C++

//===========================================================================//
// File: torso.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: Torso -- torso twist / weapon elevation //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(TORSO_HPP)
# include <torso.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(JOINT_HPP)
# include <joint.hpp>
#endif
Derivation
Torso::ClassDerivations(
PowerWatcher::ClassDerivations,
"Torso"
);
Torso::SharedData
Torso::DefaultData(
Torso::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
Torso::Torso(
Mech *owner,
int subsystem_ID,
SubsystemResource *r,
SharedData &shared_data
):
PowerWatcher(owner, subsystem_ID, r, shared_data)
{
Check(owner);
Check_Pointer(r);
isDamagedCopy = (owner->GetInstance() == Entity::ReplicantInstance);
statusFlags = 0;
buttonAccelerationPerSecond = r->buttonAccelerationPerSecond;
buttonAccelerationStart = r->buttonAccelerationStartValue;
baseTwistRate = r->horizontalRotationPerSecond * RAD_PER_DEG;
baseElevationRate = r->verticalRotationPerSecond * RAD_PER_DEG;
horizontalLimitRight= r->horizontalLimitRight * RAD_PER_DEG;
horizontalLimitLeft = r->horizontalLimitLeft * RAD_PER_DEG;
verticalLimitTop = r->verticalLimitTop * RAD_PER_DEG;
verticalLimitBottom = r->verticalLimitBottom * RAD_PER_DEG;
twistCenterHigh = verticalLimitTop;
twistCenterLow = verticalLimitBottom;
elevationCenter = verticalLimitTop;
elevationHalfBottom = verticalLimitBottom * 0.5f;
buttonRampActive = 0;
buttonRamp = 0.0f;
horizontalEnabled = r->torsoHorizontalEnabled;
//
// Resolve the named torso-twist skeleton joints (twist body + shadow) from
// the mech skeleton (now live). A mech with a fixed torso, or one whose
// joint name is absent from the skeleton, resolves NULL and simply never
// twists.
//
horizontalJointNode = owner->ResolveJoint(r->torsoHorizontalJoint);
horizontalShadowJointNode = owner->ResolveJoint(r->torsoHorizontalShadowJoint);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[torso] horizJoint '" << r->torsoHorizontalJoint
<< "' -> " << (void *)horizontalJointNode;
if (horizontalJointNode != NULL)
{
DEBUG_STREAM << " type=" << (int)horizontalJointNode->GetJointType();
}
DEBUG_STREAM << " enabled=" << (int)horizontalEnabled << endl << flush;
}
currentTwist = 0.0f;
currentElevation = 0.0f;
analogElevationAxis = 0.0f;
analogTwistAxis = 0.0f;
for (int i = 0; i < 22; ++i)
{
dynamicsState[i] = 0.0f;
}
//
// Install the per-frame twist/elevation Performance (the replicant copy is
// driven by console updates via TorsoCopySimulation instead, still staged).
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&Torso::TorsoSimulation);
}
Check_Fpu();
}
Torso::~Torso()
{
}
Logical
Torso::TestClass(Mech &)
{
return True;
}
Logical
Torso::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// TorsoSimulation -- per-frame torso twist / weapon-elevation integration.
//
// Slews the current elevation/twist toward the analog aim axes (written by
// MechControlsMapper::InterpretControls) at the resource base rates, clamped to
// the resource limits. Authentic core (torso.cpp @004b6xxx): current += axis *
// baseRate * dt. APPLYING the resolved angles onto the skeleton torso/gun
// joints (horizontalJointNode / the elevation joint) is deferred with the
// skeleton-link + render wave; here we advance the scalar aim state (read by the
// HUD reticle / weapon aim and, once wired, the joints).
//#############################################################################
//
void
Torso::TorsoSimulation(Scalar time_slice)
{
Check(this);
//
// Elevation (weapon pitch): slew toward the analog axis, clamp to limits.
//
currentElevation += analogElevationAxis * baseElevationRate * time_slice;
{
Scalar lo = (verticalLimitBottom < verticalLimitTop)
? verticalLimitBottom : verticalLimitTop;
Scalar hi = (verticalLimitBottom < verticalLimitTop)
? verticalLimitTop : verticalLimitBottom;
if (currentElevation < lo) currentElevation = lo;
if (currentElevation > hi) currentElevation = hi;
}
//
// Twist (horizontal torso rotation): only mechs with an enabled torso joint.
//
if (horizontalEnabled)
{
currentTwist += analogTwistAxis * baseTwistRate * time_slice;
Scalar lo = (horizontalLimitLeft < horizontalLimitRight)
? horizontalLimitLeft : horizontalLimitRight;
Scalar hi = (horizontalLimitLeft < horizontalLimitRight)
? horizontalLimitRight : horizontalLimitLeft;
if (currentTwist < lo) currentTwist = lo;
if (currentTwist > hi) currentTwist = hi;
//
// Push the twist onto the skeleton torso joint so the upper body rotates
// on the model. Hinge joints take the scalar angle about their axis;
// ball joints take it as the yaw component.
//
if (horizontalJointNode != NULL)
{
Joint::JointType jt = horizontalJointNode->GetJointType();
if (jt == Joint::HingeXJointType
|| jt == Joint::HingeYJointType
|| jt == Joint::HingeZJointType)
{
horizontalJointNode->SetRotation(Radian(currentTwist));
}
else if (jt == Joint::BallJointType)
{
horizontalJointNode->SetRotation(EulerAngles(0.0f, currentTwist, 0.0f));
}
}
}
Check_Fpu();
}
void
Torso::TorsoCopySimulation(Scalar)
{
Fail("Torso::TorsoCopySimulation -- torso.cpp not yet reconstructed");
}