- IR / predator-vision thermal: the cockpit IR button toggles it via the wire (dpl_Effect on action 0x1b, mode -1 ON / -2 OFF -> board.pvision). vrview_gl present pass remaps scene luminance to a thermal palette (default heat/Predator; mono|green|amber via VRVIEW_PVISION_PALETTE; VRVIEW_PVISION / bridge 'v' key force it on). Exact palette + HUD-exempt pending crew review. - Texture filter default flipped to bilinear (operator preference); the i860 board itself point-sampled, so VRVIEW_FILTER=nearest reverts. (A CRT present-pass bleed/scanline prototype was built and rejected; removed.) - Searchlight: no code needed -- night A/B proved it is a VIEW-FOG push-back (fog near 5->60, far 400->500 on), already rendered by the existing view fog path. Not a light cone. Added TESTNITE.EGG (arena1/night/fog) + gauge_arena_night_pipe.conf for the test. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
664 lines
31 KiB
Python
664 lines
31 KiB
Python
#!/usr/bin/env python3
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"""Wire Dave's dpl3-revive renderer into our LIVE running pod.
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Tails our device's VPX_FIFODUMP (VPXM records = the game's live VelociRender
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wire), feeds each message into Dave's VirtualBoard, and renders every
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draw_scene with his vrview software rasterizer in a real window -- using the
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game's own camera (the player's RIO input drives it).
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py live_bridge.py <live.fifodump>
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"""
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import os, sys, struct, time, math
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import numpy as np
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from _backend import pick_renderer
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from vrboard import VirtualBoard, Msg, A
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Renderer, backend = pick_renderer()
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path = sys.argv[1]
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catchup = sys.argv[2] if len(sys.argv) > 2 else None
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board = VirtualBoard()
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board.munga = False
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# BRIDGE_W/BRIDGE_H size the main out-the-window render window. Default AND
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# deploy standard = 832x512, the dPL3 board's native framebuffer res (see
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# LAUNCH.md; 800x600-output presentation is an open decision).
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# BRIDGE_BORDERLESS=1 drops the title bar for a kiosk deploy.
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r = Renderer(w=int(os.environ.get('BRIDGE_W', '832')),
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h=int(os.environ.get('BRIDGE_H', '512')),
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title=f"dpl3-revive renderer (Dave) -- LIVE from our pod [{backend}]")
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r.fps = int(os.environ.get('BRIDGE_FPS', '60' if backend == 'GL' else '30'))
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# eye TRIM on top of the camera position (live; render window must be
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# focused): UP/DOWN = height +-1, LEFT/RIGHT = seat forward/back +-0.5
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# along the look direction (user: the canopy reads as "sitting too far
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# back" -- tune, then pin with FP_UPOFF / FP_FWDOFF). The chain camera
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# carries the true cockpit eye so the default trims are 0; the vehicle-
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# root fallback adds VEH_EYE below (12 was the hand-tuned value).
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UPOFF = [float(os.environ.get('FP_UPOFF', '0'))]
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FWDOFF = [float(os.environ.get('FP_FWDOFF', '0'))]
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VEH_EYE = 12.0
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# the un-overridden munga cam-chain method (fp_cam overrides r.cam_matrix
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# every frame, so grab the bound original once)
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CHAIN_CAM = r.cam_matrix
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# torso twist: the 0x1f batch's 2f/5f joint entries are (sin,cos) of the
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# joint angle keyed by the joint's DCS handle (calibrated live vs MADCAT.SUB
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# +-130deg limits). The chain DCS values EXCLUDE joint angles, so the twist
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# is composed onto the chain look direction in fp_cam. JOINTS holds the
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# latest (sin,cos) per handle. FP_TWIST_SIGN flips, FP_TWIST=0 disables.
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JOINTS = {}
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TWIST_SIGN = float(os.environ.get('FP_TWIST_SIGN', '1'))
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TWIST_ON = os.environ.get('FP_TWIST', '1') != '0'
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def track_joints(payload):
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"""Dave's backtracking 0x1f parse (vrboard.py), keeping the joint
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(sin,cos) entries his board skips."""
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p = payload
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if len(p) < 8:
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return
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n = min(struct.unpack_from('<I', p, 0)[0], 64)
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nodes = board.nodes
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def parse(off, k):
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if k == 0:
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return [] if off == len(p) else None
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if off + 4 > len(p):
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return None
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h = struct.unpack_from('<I', p, off)[0]
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if nodes.get(h, {}).get('type') != 5:
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return None
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for nf in (12, 2, 5):
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end = off + 4 + nf * 4
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if end > len(p):
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continue
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rest = parse(end, k - 1)
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if rest is not None:
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return [(h, off + 4, nf)] + rest
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return None
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for h, o, nf in parse(4, n) or ():
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if nf in (2, 5):
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JOINTS[h] = struct.unpack_from('<2f', p, o)
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# --- cockpit fixtures (cage + canopy trim) ---------------------------------
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# The game links the cockpit CAGE (an inward-facing shell around the mech,
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# open panes forward / solid wall aft) directly under the VEHICLE ROOT and
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# never touches it again -- but the pod behaves like a tank turret (operator,
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# 2026-07-11): the cage must yaw WITH the torso twist, and glance views (hat:
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# left/right/rear) are UNFRAMED -- real pods showed a clean world view, no
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# cockpit framing (which is also why hat-rear looked "black": we were
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# rendering the cage's solid rear wall the real views never showed).
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# So per frame: (a) yaw the cage chain by the camera's torso-twist angle
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# (CAGE_TWIST_SIGN flips, default follows FP_TWIST_SIGN); (b) when the look
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# direction deviates > GLANCE_DEG (45) horizontally from the twisted hull
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# heading, hide all cockpit fixtures (GLANCE_HIDE=0 disables).
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# +1: calibrated by RENDERED A/B against the +68deg twist capture (ab2_*.png,
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# 2026-07-13): +1 brings the shell around WITH the twist (turret behavior,
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# small head-off-axis parallax is authentic); -1 rotates it out of view
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# entirely ("canopy does not rotate" report). The earlier numeric-only
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# calibration mixed yaw conventions -- trust the pictures.
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CAGE_SIGN = float(os.environ.get('CAGE_TWIST_SIGN', '1'))
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# REAR glance (hat-down / LookBehind) drops the canopy for a CLEAN rear view
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# (operator 2026-07-14: original hardware gave a clear rear, NO canopy
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# framing, on hat-down; left/right glances DO keep the canopy). Hide the
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# fixtures when the look deviates more than this from the twisted hull
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# heading. Left/right glances ~50 deg; rear ~180 deg -> 110 separates them.
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REAR_DEG = float(os.environ.get('REAR_GLANCE_DEG', '110'))
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GLANCE_HIDE = os.environ.get('GLANCE_HIDE', '1') != '0'
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GLANCE_DEG = float(os.environ.get('GLANCE_DEG', '45'))
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_ckpt = {'insts': None, 'fixh': frozenset(), 'cage': None,
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'twist_dcs': frozenset(), 'shroud': None}
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def eyepoint_refresh(cache):
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"""EYEPOINT (hat-glance) camera compose -- EXPLICIT OPT-IN ONLY.
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Wire forensics 2026-07-13: the game's glance (BT411 EyepointRotation /
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gyro eye-joint chain) never reached the 0x1f stream in the test egg --
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the zero-translation anim nodes are STATIC rear-facing mounts (yaw 180
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always), so auto-detection would permanently flip the camera. Until a
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live narrated capture identifies the real glance signal, the compose
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activates only with GLANCE_DCS=<hex> naming the node explicitly."""
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ov = os.environ.get('GLANCE_DCS')
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_ckpt['eye'] = int(ov, 16) if ov else None
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def glance_probe(cache):
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"""THE decisive glance test (rev 2026-07-14). CORRECTION: runtime DCS
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updates -- incl. the eyepoint reflush (BT411 FUN_0048e440 -> transmit
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action 0x1f, NOT action 3) -- ride the 0x1f articulation stream. The
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eye DCS = the cam-chain LEAF (the node the game list-adds to the view).
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This logs the leaf's live yaw AND flags any large-swing 0x1f mover that
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is OUTSIDE the cam chain (which we'd parse but never apply). A NARRATED
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5s hat hold vs this line is the whole diagnosis: leaf yaw plateaus with
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the hold = the game IS emitting the glance and we should render it (find
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why we don't); leaf flat + an out-of-chain mover plateaus = we're
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dropping it (apply that handle); both flat = the game isn't emitting
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(upstream). Reports every ~4s alongside the frame line."""
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chain = cache.cam_chain or []
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if not chain:
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return
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leaf = chain[0]
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f = board.anim_abs.get(leaf)
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yaw = None
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if f and len(f) >= 12:
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yaw = math.degrees(math.atan2(f[6], -f[8]))
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now = time.time()
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if now - getattr(glance_probe, 'last', 0) > 4:
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glance_probe.last = now
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inchain = set(chain)
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movers = []
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base = getattr(glance_probe, 'base', {})
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for h, sc in JOINTS.items():
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if h in inchain:
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continue
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ang = math.degrees(math.atan2(sc[0], sc[1]))
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b = base.setdefault(h, ang)
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if abs(ang - b) > 30:
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movers.append('%x=%+.0f' % (h, ang))
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glance_probe.base = base
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# which OWN-mech instances are actually being DRAWN (inst_visible)?
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# the rear-black occluder is one of these -- identify it live.
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import vrview as _vv
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root = chain[-1]
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drawn = []
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for inst in cache.instances:
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if root in inst['chain'] and _vv.inst_visible(board.nodes, inst):
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drawn.append('%x(r%.0f)' % (inst['handle'],
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inst.get('radius', 0)))
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print(f"GLANCE-PROBE: eye(leaf {leaf:x}) yaw="
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f"{('%+.1f' % yaw) if yaw is not None else 'n/a'}"
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f" fp_cam.out_yaw={getattr(fp_cam, 'out_yaw', None)}"
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f" own drawn: {drawn}"
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f" movers: {movers[:4]}", flush=True)
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def cockpit_refresh(cache):
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"""(Re)identify cockpit fixtures after a SceneCache rebuild: gated
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own-chain instances of small radius (beams are gated too but r=2000).
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The cage = the shell hanging DIRECTLY under the root (chain length 2).
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Keyed by HANDLE (instance dicts are recreated every rebuild) and
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keep-last-good: a rebuild that transiently fails detection (e.g. empty
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cam_chain mid-stream) must not wipe a previously found cage."""
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if _ckpt['insts'] is cache.instances:
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return
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_ckpt['insts'] = cache.instances
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root = cache.cam_chain[-1] if cache.cam_chain else None
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fixh, cage, tdcs, shroud = set(), None, set(), None
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if root is not None:
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for inst in cache.instances:
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ch = inst['chain']
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if not (root in ch and inst.get('gated')
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and not inst.get('billboard')):
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continue
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# ALL own gated instances twist with the turret (canopy, shroud,
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# AND the laser beams -- gun mounts orbit the same root axis;
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# fixes "lasers fire where the chassis faces", 2026-07-13)...
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tdcs.add(ch[0])
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if inst.get('radius', 0) >= 100:
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continue # ...but beams never glance-HIDE
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fixh.add(inst['handle'])
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if len(ch) == 2 and inst.get('radius', 0) > 5:
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cage = ch[0]
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# ...and the big root-linked inward box = the mission-fade
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# SHROUD (9fd/BTPOVStartEndRenderable). It surrounds the mech
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# (open front, SOLID rear) so forward looks fine but a rear
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# glance / seat-back sees its black wall. It is a start/end
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# fade effect, NOT gameplay geometry -> hide it always
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# (operator 2026-07-14: "large black cube behind the cage").
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shroud = inst['handle']
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if fixh:
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changed = (fixh != _ckpt['fixh']) or (cage != _ckpt['cage'])
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_ckpt['fixh'], _ckpt['cage'] = frozenset(fixh), cage
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_ckpt['twist_dcs'] = frozenset(tdcs)
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_ckpt['shroud'] = shroud
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if changed:
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print(f"cockpit fixtures: {['%x' % h for h in sorted(fixh)]} "
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f"cage_dcs={'%x' % cage if cage else None} "
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f"shroud={'%x' % shroud if shroud else None} "
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f"twist_dcs={['%x' % d for d in sorted(tdcs)]} "
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f"root={root:x} ninst={len(cache.instances)}", flush=True)
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elif _ckpt['fixh']:
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print(f"cockpit refresh found nothing (root="
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f"{'%x' % root if root else None}, ninst="
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f"{len(cache.instances)}) -- keeping previous", flush=True)
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def hook_chain_matrix(r):
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"""Wrap Renderer.chain_matrix: cockpit-fixture chains get the camera's
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torso-twist yaw composed ABOUT THE VEHICLE-ROOT AXIS (M' = M inv(Mr) Y
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Mr). Measured 2026-07-13: the canopy is hull-locked natively (its yaw
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tracks the hull exactly through twists) while the camera = hull yaw +
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JOINTS twist, so the fixture needs +twist -- but pivoted at the root:
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the earlier model-space pre-multiply (Y @ M) yawed the canopy about its
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OWN local origin, swinging it sideways in an arc ("moves further than
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the view")."""
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orig = r.chain_matrix
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def cm(board_, chain_, **kw):
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M = orig(board_, chain_, **kw)
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if chain_ and chain_[0] in _ckpt['twist_dcs']:
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a = CAGE_SIGN * getattr(fp_cam, 'twist_angle', 0.0)
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now = time.time()
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if now - cm.last > 3.0:
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cm.last = now
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print(f"fixture twist: dcs={chain_[0]:x} angle={a:+.2f}",
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flush=True)
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root = chain_[-1]
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f = board_.anim_abs.get(root) if a else None
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if a and f is not None and len(f) >= 12:
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Mr = np.eye(4)
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Mr[:3, :3] = np.array(f[:9], float).reshape(3, 3)
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Mr[3, :3] = f[9:12]
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cs, sn = math.cos(a), math.sin(a)
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Y = np.eye(4)
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Y[0, 0], Y[0, 2], Y[2, 0], Y[2, 2] = cs, -sn, sn, cs
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try:
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M = np.asarray(M, float) @ np.linalg.inv(Mr) @ Y @ Mr
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except np.linalg.LinAlgError:
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pass
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return M
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cm.last = 0.0
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r.chain_matrix = cm
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print(f"chain_matrix hook installed on {type(r).__name__}", flush=True)
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def fp_cam(board, cache):
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"""First-person cockpit camera, best source first:
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1. HEAD-LOOK (default): the munga cam DCS chain's translation row = the
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true cockpit eye, its +Z row = the look direction (follows torso
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twist). The chain's full rotation is singular through our wire (two
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rows collapse to +-Y), so only eye + Z row are trusted and the basis
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is rebuilt y-up. FP_CAM=vehicle forces the fallback.
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2. Fallback: the player vehicle's 0x1f root pose -- eye at hull + VEH_EYE,
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forward = -Z row (FP_FWD_SIGN flips).
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Side products (function attrs): .root (vehicle root DCS), .twist_angle
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(composed torso-twist yaw), .glance (look deviates > GLANCE_DEG from the
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twisted hull heading -- drives the unframed-glance cockpit hide)."""
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anim = board.anim_abs
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chain = cache.cam_chain
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h = None
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if chain and chain[-1] in anim:
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h = chain[-1]
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elif anim:
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h = max(anim, key=lambda k: float(np.abs(np.array(anim[k][9:12])).sum()))
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# h may be None before the FIRST vehicle articulation arrives (a freshly
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# dropped mech that hasn't moved sends no 0x1f yet -- both -egg and the
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# console flow). The CHAIN camera below works fine without it; bailing
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# out here left the raw default chain convention on screen, which put
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# the pre-movement view inside the mech's own geometry.
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R = t = None
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if h is not None:
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fp_cam.root = h # player vehicle root DCS (for the pick backchannel)
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f = anim[h]
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R = np.array(f[:9]).reshape(3, 3)
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t = np.array(f[9:12])
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worldup = np.array([0.0, 1.0, 0.0])
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eye = fwd = None
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fp_cam.path = 'vehicle' # telemetry: which camera source won
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if os.environ.get('FP_CAM', 'chain') != 'vehicle':
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try:
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Mc = np.asarray(CHAIN_CAM(board), float)
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ec, fc = Mc[3, :3], Mc[2, :3] # eye row; look = +Z row here
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n = np.linalg.norm(fc)
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if (np.isfinite(ec).all() and n > 1e-6 and
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(t is None or np.linalg.norm(ec - t) < 100.0)):
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eye = ec + worldup * UPOFF[0]
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fwd = fc / n
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fp_cam.path = 'chain'
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except Exception:
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pass
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if eye is None and R is None:
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return None
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if eye is None:
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# vehicle-root fallback: -Z row rendered forward (user-verified);
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# FP_FWD_SIGN flips it back if needed.
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fwd = float(os.environ.get('FP_FWD_SIGN', '-1')) * R[2]
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n = np.linalg.norm(fwd)
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if n < 1e-6:
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return None
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fwd = fwd / n
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eye = t + worldup * (VEH_EYE + UPOFF[0])
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# NOTE: a bridge-level "head-glance axis fix" (swap the hat glance's yaw<->
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# pitch) was tried 2026-07-07 and REVERTED: the hat glance, torso twist and
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# the stick-Y torso pitch all compose into this one look-vector and can't be
|
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# separated here (we only have the vehicle ROOT pose, not the torso joints),
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# so the swap also flipped the stick-Y vertical aim into yaw. The hat
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# left/right->up/down permutation must be fixed at the source (device
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|
# head-DCS decode -- the chain rotation is degenerate: X/Y rows collapse to
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# +-Y) or in the vRIO input mapping, without touching the look-vector.
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# torso twist: yaw the look direction by any chain-member joint angle
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# (jointtorso lives IN the cam chain; the shadow joint does not)
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twist_total = 0.0
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if TWIST_ON:
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for jh in (chain or ()):
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sc = JOINTS.get(jh)
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|
if sc is None:
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continue
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th = TWIST_SIGN * math.atan2(sc[0], sc[1])
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twist_total += th
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cs, sn = math.cos(th), math.sin(th)
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fwd = np.array([cs * fwd[0] + sn * fwd[2], fwd[1],
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-sn * fwd[0] + cs * fwd[2]])
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# the EYE rides the torso too: swing it along the same turret arc about
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|
# the vehicle-root axis (operator 2026-07-13: the pilot head and cockpit
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|
# shell are rigid on the rotating torso -- ZERO shell/view parallax; the
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|
# eye-position arc is the authentic residual motion of the world view)
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|
if twist_total and t is not None:
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er = eye - t
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cs, sn = math.cos(twist_total), math.sin(twist_total)
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eye = t + np.array([cs * er[0] + sn * er[2], er[1],
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-sn * er[0] + cs * er[2]])
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fp_cam.twist_angle = twist_total
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|
# hat-glance: compose the EYEPOINT rotation (eyepoint_refresh finds the
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|
# node; the game flushes it via 0x1f only while deflected, LookBehind =
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# yaw pi) ON TOP of the twist -- turret model: the glance is the pilot's
|
|
# head relative to the twisted torso. The eyepoint hangs on a link
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|
# branch OUTSIDE the cam chain, so the chain camera alone never sees it
|
|
# (wire-proven 2026-07-13). GLANCE_YAW_SIGN / GLANCE_PITCH_SIGN flip.
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|
fp_cam.glance_yaw = 0.0
|
|
eh = _ckpt.get('eye')
|
|
ef = board.anim_abs.get(eh) if eh is not None else None
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|
if ef is not None and len(ef) >= 12:
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|
gy = math.atan2(ef[6], -ef[8]) * \
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float(os.environ.get('GLANCE_YAW_SIGN', '1'))
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gp = math.asin(max(-1.0, min(1.0, ef[7]))) * \
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float(os.environ.get('GLANCE_PITCH_SIGN', '1'))
|
|
if abs(gy) > 0.005 or abs(gp) > 0.005:
|
|
fp_cam.glance_yaw = gy
|
|
cs, sn = math.cos(gy), math.sin(gy)
|
|
fwd = np.array([cs * fwd[0] + sn * fwd[2], fwd[1],
|
|
-sn * fwd[0] + cs * fwd[2]])
|
|
if abs(gp) > 0.005:
|
|
right = np.cross(worldup, fwd)
|
|
rn = np.linalg.norm(right)
|
|
if rn > 1e-6:
|
|
right /= rn
|
|
cp, sp = math.cos(gp), math.sin(gp)
|
|
fwd = fwd * cp + np.cross(right, fwd) * sp
|
|
# glance detection: horizontal angle between the look and the TWISTED
|
|
# hull heading; > GLANCE_DEG = a hat glance is held (drives the
|
|
# unframed-glance cockpit hide). Stick-Y pitch never trips this
|
|
# (horizontal-only; TORSO.SUB vertical limits are +10/-30 deg anyway).
|
|
fp_cam.glance = False
|
|
fp_cam.glance_dev = 0.0 # look deviation from twisted hull heading (deg)
|
|
if R is not None:
|
|
vf = float(os.environ.get('FP_FWD_SIGN', '-1')) * R[2]
|
|
cs, sn = math.cos(twist_total), math.sin(twist_total)
|
|
vf = np.array([cs * vf[0] + sn * vf[2], 0.0,
|
|
-sn * vf[0] + cs * vf[2]])
|
|
lf = np.array([fwd[0], 0.0, fwd[2]])
|
|
nv, nl = np.linalg.norm(vf), np.linalg.norm(lf)
|
|
if nv > 1e-6 and nl > 1e-6:
|
|
cosang = max(-1.0, min(1.0, float(np.dot(vf, lf) / (nv * nl))))
|
|
fp_cam.glance = cosang < math.cos(math.radians(GLANCE_DEG))
|
|
fp_cam.glance_dev = math.degrees(math.acos(cosang))
|
|
eye = eye + fwd * FWDOFF[0] # seat forward/back trim
|
|
back = -fwd
|
|
right = np.cross(worldup, back)
|
|
rn = np.linalg.norm(right)
|
|
if rn < 1e-6:
|
|
return None
|
|
right /= rn
|
|
up = np.cross(back, right)
|
|
# FP_RIGHT_SIGN=-1 mirrors the image X (verified: exact fliplr). Tried as a
|
|
# yaw fix 2026-07-06 but the inverted-yaw report was about the NATIVE C++
|
|
# render, not this bridge -- the mirror just flipped the arena layout and
|
|
# made the bridge yaw wrong too. Keep +1 (the validated look).
|
|
right *= float(os.environ.get('FP_RIGHT_SIGN', '1'))
|
|
M = np.eye(4)
|
|
M[0, :3], M[1, :3], M[2, :3], M[3, :3] = right, up, back, eye
|
|
fp_cam.out_yaw = math.degrees(math.atan2(fwd[0], -fwd[2]))
|
|
return M
|
|
|
|
hook_chain_matrix(r) # cage twist rides every instance-chain evaluation
|
|
|
|
def send_cam(M):
|
|
# Backchannel on the fifosock: hand the device OUR camera (the
|
|
# user-validated cockpit view, twist + glance included) so its reticle
|
|
# raycast aims where the player actually looks. The device's own view
|
|
# decode sits at the static view-node pose, which aimed every pick --
|
|
# and thus every missile volley and laser beam -- at one fixed wrong
|
|
# world point (the "missiles fly off to a fixed spot" bug).
|
|
if sock is None:
|
|
return
|
|
eye, fwd = M[3, :3], -M[2, :3]
|
|
# 7th field: player vehicle root DCS -- the device skips instances on
|
|
# this articulation subtree (own arms/torso/muzzle-flash), which the ray
|
|
# grazes intermittently and which retargeted mid-volley missiles.
|
|
root = getattr(fp_cam, 'root', 0) or 0
|
|
try:
|
|
sock.send(f"CAM {eye[0]:.3f} {eye[1]:.3f} {eye[2]:.3f} "
|
|
f"{fwd[0]:.6f} {fwd[1]:.6f} {fwd[2]:.6f} {root:x}\n".encode())
|
|
except OSError:
|
|
pass
|
|
|
|
def render(board):
|
|
try:
|
|
pg = r.pygame
|
|
for ev in pg.event.get(): # drain before r.draw; tune eye height
|
|
if ev.type == pg.QUIT:
|
|
raise KeyboardInterrupt
|
|
if ev.type == pg.KEYDOWN:
|
|
hstep = {pg.K_UP: 1, pg.K_DOWN: -1}.get(ev.key)
|
|
fstep = {pg.K_RIGHT: 0.1, pg.K_LEFT: -0.1}.get(ev.key)
|
|
sstep = {pg.K_EQUALS: 0.05, pg.K_MINUS: -0.05,
|
|
pg.K_KP_PLUS: 0.05, pg.K_KP_MINUS: -0.05}.get(ev.key)
|
|
if hstep:
|
|
UPOFF[0] += hstep
|
|
if fstep:
|
|
FWDOFF[0] += fstep
|
|
if sstep:
|
|
try:
|
|
import vrview_gl
|
|
vrview_gl.HUDSCALE[0] = max(
|
|
0.2, vrview_gl.HUDSCALE[0] + sstep)
|
|
print(f"HUD scale = {vrview_gl.HUDSCALE[0]:.2f}",
|
|
flush=True)
|
|
except Exception:
|
|
pass
|
|
if ev.key == pg.K_w: # scene wireframe (GL backend)
|
|
try:
|
|
import vrview_gl
|
|
vrview_gl.WIREFRAME[0] = not vrview_gl.WIREFRAME[0]
|
|
print(f"wireframe "
|
|
f"{'ON' if vrview_gl.WIREFRAME[0] else 'OFF'}",
|
|
flush=True)
|
|
except Exception:
|
|
pass
|
|
if ev.key == pg.K_v: # IR/thermal (pvision) manual toggle
|
|
try:
|
|
import vrview_gl
|
|
vrview_gl.PVISION[0] = not vrview_gl.PVISION[0]
|
|
print(f"IR/thermal (pvision) "
|
|
f"{'ON' if vrview_gl.PVISION[0] else 'OFF'}",
|
|
flush=True)
|
|
except Exception:
|
|
pass
|
|
if hstep or fstep:
|
|
print(f"eye trim: height {UPOFF[0]:+.1f} "
|
|
f"forward {FWDOFF[0]:+.1f}", flush=True)
|
|
r.cache.maybe_rebuild(board)
|
|
cockpit_refresh(r.cache)
|
|
eyepoint_refresh(r.cache)
|
|
glance_probe(r.cache)
|
|
M = fp_cam(board, r.cache)
|
|
if M is not None:
|
|
r.cam_matrix = lambda _b, _M=M: _M
|
|
send_cam(M)
|
|
# Glance-hide RETIRED 2026-07-14: (1) it referenced the stale _ckpt
|
|
# key 'fix' (renamed to 'fixh'), throwing KeyError EVERY glance frame
|
|
# -> render aborted -> screen froze during a hold and snapped back on
|
|
# release (the "glances don't render" bug -- fp_cam was fine, the
|
|
# crash was here). (2) Pilots confirm the canopy IS visible when
|
|
# glancing (a11/MAX_COP has no rear geometry -> rear reads unframed
|
|
# naturally), so hiding fixtures was anti-authentic anyway.
|
|
# HIDE set: (a) the mission-fade SHROUD (9fd) always -- start/end fade
|
|
# effect, not gameplay geometry; (b) on a REAR glance, the CANOPY too
|
|
# (a11) -- hat-down gave a CLEAN rear view with NO framing on the
|
|
# original hardware (operator 2026-07-14). Left/right glances keep the
|
|
# canopy (dev ~50 < REAR_DEG); only the rear look (dev ~180) drops it.
|
|
hide = set()
|
|
if _ckpt.get('shroud') is not None:
|
|
hide.add(_ckpt['shroud'])
|
|
if getattr(fp_cam, 'glance_dev', 0.0) > REAR_DEG:
|
|
hide |= set(_ckpt.get('fixh', ())) # canopy + shroud
|
|
if hide:
|
|
saved = r.cache.instances
|
|
r.cache.instances = [i for i in saved if i['handle'] not in hide]
|
|
try:
|
|
r.draw(board)
|
|
finally:
|
|
r.cache.instances = saved
|
|
else:
|
|
r.draw(board)
|
|
# AUTOSAVE: dump the live-rendered frame every ~20 frames so a held
|
|
# glance can be grabbed and compared (diagnostic 2026-07-14).
|
|
if os.environ.get('BRIDGE_AUTOSAVE') and frames % 20 == 0:
|
|
try:
|
|
from _backend import save_frame
|
|
save_frame(r, os.environ['BRIDGE_AUTOSAVE'])
|
|
except Exception:
|
|
pass
|
|
except KeyboardInterrupt:
|
|
raise
|
|
except Exception as e:
|
|
global _render_errs
|
|
_render_errs = globals().get('_render_errs', 0) + 1
|
|
if _render_errs <= 3:
|
|
import traceback
|
|
print(f"render error #{_render_errs}: {e}", flush=True)
|
|
traceback.print_exc()
|
|
sys.stdout.flush()
|
|
|
|
# wire source: a fifodump file to tail, or "tcp:<port>" = the device's
|
|
# VPX_FIFOSOCK live tee (same VPXM records, no file-poll quantum; recv blocks
|
|
# until data arrives so wire-to-render latency is the socket itself).
|
|
tcp_port = int(path[4:]) if path.startswith('tcp:') else None
|
|
sock = None
|
|
|
|
def read_chunk():
|
|
global sock
|
|
if tcp_port is None:
|
|
return f.read(1 << 20)
|
|
if sock is None:
|
|
import socket as sk
|
|
while True:
|
|
s = sk.socket()
|
|
try:
|
|
s.connect(('127.0.0.1', tcp_port))
|
|
s.settimeout(0.02) # idle cap: keeps the event pump alive
|
|
s.setsockopt(sk.IPPROTO_TCP, sk.TCP_NODELAY, 1)
|
|
print("fifosock connected", flush=True)
|
|
sock = s
|
|
break
|
|
except OSError:
|
|
time.sleep(0.3)
|
|
try:
|
|
c = sock.recv(1 << 20)
|
|
except TimeoutError:
|
|
return b''
|
|
except OSError:
|
|
sock = None
|
|
return b''
|
|
if c == b'':
|
|
print("fifosock closed; reconnecting", flush=True)
|
|
sock = None
|
|
return c
|
|
|
|
if tcp_port is None:
|
|
print(f"waiting for {path} ...")
|
|
while not os.path.exists(path):
|
|
time.sleep(0.2)
|
|
f = open(path, 'rb')
|
|
elif catchup and os.path.exists(catchup):
|
|
# a socket client joining mid-mission missed the scene-create records;
|
|
# replay the archival fifodump first (no rendering), then ride the tee.
|
|
# Records between our EOF and the socket accept are lost -- poses are
|
|
# absolute so the state self-heals within a frame.
|
|
data = open(catchup, 'rb').read()
|
|
o = fed = 0
|
|
while o + 8 <= len(data):
|
|
if data[o:o + 4] != b'VPXM':
|
|
o += 1; continue
|
|
ln = struct.unpack_from('<I', data, o + 4)[0]
|
|
if o + 8 + ln > len(data):
|
|
break
|
|
body = data[o + 8:o + 8 + ln]; o += 8 + ln
|
|
if len(body) >= 4:
|
|
a = struct.unpack_from('<I', body, 0)[0]
|
|
if a < 0x100:
|
|
try: board.handle(Msg(False, 0xff, a, body[4:]))
|
|
except Exception: pass
|
|
if a == 0x1f:
|
|
try: track_joints(body[4:])
|
|
except Exception: pass
|
|
fed += 1
|
|
print(f"catchup: {fed} records from {catchup}", flush=True)
|
|
print("tailing live wire -> Dave's renderer; drive the pod")
|
|
|
|
pending = b''
|
|
frames = 0
|
|
skipped = 0
|
|
last_report = time.time()
|
|
while True:
|
|
chunk = read_chunk()
|
|
if chunk:
|
|
pending += chunk
|
|
# Slice ALL complete records out of the buffer first, so we know which
|
|
# draw_scene is the newest. Rendering every draw_scene in arrival order
|
|
# means any render slowdown plays the mission slower than real time and
|
|
# the view drifts seconds behind the game (backpressure hides in the
|
|
# socket, not in len(pending)). State records all still apply, in order;
|
|
# only superseded frame PRESENTS are skipped -- the view latches to the
|
|
# freshest frame no matter how slow GL is.
|
|
records = []
|
|
off = 0
|
|
n = len(pending)
|
|
while n - off >= 8:
|
|
if pending[off:off + 4] != b'VPXM':
|
|
off += 1
|
|
continue
|
|
ln = struct.unpack_from('<I', pending, off + 4)[0]
|
|
if n - off < 8 + ln:
|
|
break # incomplete record: wait for more
|
|
records.append(pending[off + 8:off + 8 + ln])
|
|
off += 8 + ln
|
|
pending = pending[off:]
|
|
last_draw = -1
|
|
for i, body in enumerate(records):
|
|
if len(body) >= 4 and struct.unpack_from('<I', body, 0)[0] == 9:
|
|
last_draw = i
|
|
for i, body in enumerate(records):
|
|
if len(body) < 4:
|
|
continue
|
|
action = struct.unpack_from('<I', body, 0)[0]
|
|
if action < 0x100:
|
|
try:
|
|
board.handle(Msg(False, 0xff, action, body[4:]))
|
|
except Exception:
|
|
pass
|
|
if action == 0x1f: # torso/limb joint angles ride here
|
|
try: track_joints(body[4:])
|
|
except Exception: pass
|
|
if action == 9: # draw_scene -> present a frame
|
|
if i == last_draw:
|
|
render(board)
|
|
frames += 1
|
|
else:
|
|
skipped += 1
|
|
if not chunk:
|
|
try: r.pump()
|
|
except KeyboardInterrupt: break
|
|
except Exception: pass
|
|
if tcp_port is None:
|
|
time.sleep(0.02) # socket mode already waited in recv
|
|
if time.time() - last_report > 4:
|
|
last_report = time.time()
|
|
# narrated-test aid: announce articulation handles first seen since
|
|
# the last report (glance hunts: "holding hat-left NOW" vs this line)
|
|
wa = set(board.anim_abs) - globals().get('_seen_anim', set())
|
|
wj = set(JOINTS) - globals().get('_seen_joints', set())
|
|
globals()['_seen_anim'] = set(board.anim_abs)
|
|
globals()['_seen_joints'] = set(JOINTS)
|
|
if wa or wj:
|
|
print(f"wire: NEW anim={['%x' % h for h in sorted(wa)]} "
|
|
f"joints={['%x' % h for h in sorted(wj)]}", flush=True)
|
|
print(f"frames={frames} skipped={skipped} nodes={len(board.nodes)} "
|
|
f"uploads={len(board.uploads)} tex={len(board.tex)} "
|
|
f"munga={board.munga} anim_abs={len(board.anim_abs)} "
|
|
f"backlog={len(pending)}B "
|
|
f"twist={getattr(fp_cam, 'twist_angle', 0.0):+.2f} "
|
|
f"glance={int(getattr(fp_cam, 'glance', False))} "
|
|
f"gyaw={math.degrees(getattr(fp_cam, 'glance_yaw', 0.0)):+.0f} "
|
|
f"joints={len(JOINTS)} cam={getattr(fp_cam, 'path', '?')}",
|
|
flush=True)
|