Files
TeslaRel410/restoration/source410/BT/MECH.CPP
T
CydandClaude Fable 5 d422dfffc0 BT410 Phase 5.3.7: weapon view-fire gating + build header-stamp hardening
Completes the weapon-side half of the look commit:

- MECHWEAP: real rearFiring/viewFireEnable members (binary @0x334/@0x3E0) +
  accessors. Ctor resolves REAR-FIRING authentically (@004b99a8 tail): the
  mount SEGMENT site name is tested for the 'b' (back) marker -- only the back
  gun ports (sitelbgunport/siterbgunport) carry it. Spawn = forward-armed.
- MECH CommitLookState: re-arms every roster weapon per view (forward =
  non-rear, LOOK-BACK = rear-mounted, side/down = none) and flips the HUD
  reticle pip group with the authentic Reticle::Front/RearFiringWeaponsOn flags
  (BT411's raw "bits 1/2" resolved to their 1995 names).
- MECHWEAP: defined MechWeapon::MessageHandlers (0-entry set inheriting the
  Subsystem chain) -- it was declared-but-undefined, and the surviving CODE
  PPC.CPP binds the inherited name into PPC::DefaultData; the zero-filled
  common block was a latent NULL deref (same trap as Emitter::AttributeIndex).

Discovery: the TEST.EGG mech genuinely mounts TWO REAR LASERS (ERMLaser_2/3 on
the b-ports). Verified on a full-clean baseline (engine 181 + bt 42, 0 fail):
look-behind arms exactly the rear lasers, disarms the other five,
pipMask=0xfffffffe; neutral run holds forward-armed; zero Fail.

build410.sh HARDENED against the stale-obj layout-skew trap this wave exposed:
cc() skipped recompiles on obj-vs-.cpp timestamps only, so the MECHWEAP.HPP
member additions left emitter.obj on the OLD MechWeapon layout -- its
chargeLevel=0.0f write landed exactly on the new rearFiring (a silent cross-TU
struct skew, heisenbug-grade). cc() now honors header stamps: a source410
engine-header edit invalidates every bucket, a BT/BT_L4 header edit
additionally invalidates the game buckets. CODE/ is immutable, no stamp needed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 22:43:38 -05:00

830 lines
27 KiB
C++

//===========================================================================//
// File: mech.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: Implementation details for the Mech entity //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// 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(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(MEMSTRM_HPP)
# include <memstrm.hpp>
#endif
#if !defined(RESOURCE_HPP)
# include <resource.hpp>
#endif
// The subsystem roster the segment walk instantiates.
#include <heat.hpp> // HeatableSubsystem, HeatSink, HeatWatcher, Condenser
#include <powersub.hpp> // PoweredSubsystem, PowerWatcher, Generator
#include <reservr.hpp> // Reservoir
#include <sensor.hpp> // Sensor
#include <gyro.hpp> // Gyroscope
#include <torso.hpp> // Torso
#include <myomers.hpp> // Myomers
#include <hud.hpp> // HUD
#include <searchlt.hpp> // Searchlight
#include <thermsgt.hpp> // ThermalSight
#include <mechtech.hpp> // MechTech
#include <messmgr.hpp> // SubsystemMessageManager
#include <mechweap.hpp> // MechWeapon
#include <emitter.hpp> // Emitter
#include <ppc.hpp> // PPC
#include <gauss.hpp> // GaussRifle
#include <projweap.hpp> // ProjectileWeapon
#include <mislanch.hpp> // MissileLauncher
#include <ammobin.hpp> // AmmoBin
#include <mechmppr.hpp> // MechControlsMapper -- the drive reads its demands
#include <joint.hpp> // Joint / JointSubsystem -- ResolveJoint
#include <segment.hpp> // EntitySegment -- the skeleton segment table
//
//#############################################################################
//#############################################################################
//
Derivation
Mech::ClassDerivations(
JointedMover::ClassDerivations,
"Mech"
);
Mech::SharedData
Mech::DefaultData(
Mech::ClassDerivations,
JointedMover::MessageHandlers,
JointedMover::AttributeIndex,
33,
(Entity::MakeHandler)Mech::Make
);
//
//#############################################################################
//#############################################################################
//
Mech*
Mech::Make(MakeMessage *creation_message)
{
return new Mech(creation_message);
}
//
//#############################################################################
// Mech ctor -- the heart of the entity (walks the model segment table and
// instantiates the full subsystem roster: power, heat, weapons, actuators,
// controls, tech, damage zones). This is the largest single function in the
// game and the current reconstruction frontier; see MECH.NOTES.md. Chains to
// the JointedMover base so the skeleton/segments stream before it Fails.
//#############################################################################
//
Mech::Mech(
MakeMessage *creation_message,
SharedData &shared_data
):
JointedMover(creation_message, shared_data),
controllableSubsystems(this),
watchedSubsystems(this),
heatableSubsystems(this),
weaponRoster(this),
damageableSubsystems(this)
{
Check_Pointer(creation_message);
//
// Cached subsystem back-pointers -- filled by the segment walk below.
//
sensorSubsystem = NULL;
gyroSubsystem = NULL;
sinkSourceSubsystem = NULL;
hudSubsystem = NULL;
messageManager = NULL;
weaponCount = 0;
//
// Embedded status / animation / naming state.
//
mechNameFilter.Initialize();
masterAlarm.Initialize(0x21);
heatAlarm.Initialize(3);
stabilityAlarm.Initialize(2);
statusAlarm.Initialize(0x21);
targetReticle.reticleState = Reticle::ReticleOn;
targetReticle.pickPointingOn = True;
targetReticle.reticleElementMask = Reticle::AllEnabledGroup;
animationState = StateIndicator(0x21);
animationState.SetState(0);
replicantAnimationState = StateIndicator(0x21);
replicantAnimationState.SetState(0);
collisionState = StateIndicator(4);
collisionState.SetState(0);
{
for (int i = 0; i < 5; ++i)
{
telemetryFilter[i].SetSize(15, 0.0f);
}
}
legAnimation.Init(this);
bodyAnimation.Init(this);
//
// Locomotion parameters. BRING-UP DEFAULTS: the authentic values come from
// the Mech model resource (WalkingTurnRate / RunningTurnRate / MaxAcceleration)
// and LoadLocomotionClips (the stride/top speeds measured from the walk/run
// animation clips). Wiring those in is a later refinement (needs the model-
// resource pointer + clip loader); until then these sane defaults make the
// mech drivable with the authentic control-interpretation + drive math.
//
walkingTurnRate = 50.0f * RAD_PER_DEG; // rad/s (walk / turn-in-place)
runningTurnRate = 25.0f * RAD_PER_DEG; // rad/s (at run speed)
reverseStrideLength = 30.0f; // top/run speed (u/s)
walkStrideLength = 12.0f; // walk speed (u/s)
reverseSpeedMax = 2.0f; // low-speed turn-rate gate (u/s)
forwardThrottleScale= 1.0f;
maxBodyAcceleration = 30.0f; // u/s^2
bodyTargetSpeed = 0.0f;
currentBodySpeed = 0.0f;
eyepointRotation = EulerAngles::Identity;
lookPitch = 0.0f;
lookYaw = 0.0f;
//
// Look-view angles: defaults until the GameModel read below overrides them
// with the authored per-mech values.
//
lookLeftAngle = 90.0f * RAD_PER_DEG;
lookRightAngle = -90.0f * RAD_PER_DEG;
lookFrontAngle = -30.0f * RAD_PER_DEG;
lookBackAngle = 0.0f;
{
for (int i = 0; i < 202; ++i)
{
reservedState[i] = 0;
}
}
//
//-----------------------------------------------------------------------
// Segment-table walk: instantiate one Subsystem per streamed segment,
// dispatching on its classID. The subsystem roster (subsystemArray /
// subsystemCount) lives in the base Entity.
//-----------------------------------------------------------------------
//
ResourceDescription::ResourceID modelResourceID = creation_message->resourceID;
ResourceDescription *subsystemDesc =
application->GetResourceFile()->SearchList(
modelResourceID,
ResourceDescription::SubsystemModelStreamResourceType
);
Check(subsystemDesc);
subsystemDesc->Lock();
//
// Copy the raw stream into a padded buffer: reading a SubsystemResource
// struct off the tail segment can over-read the raw resource, so pad it.
//
size_t rawSize = (size_t)subsystemDesc->resourceSize;
size_t padSize = rawSize + 0x400;
void *padBuffer = (void *)new char[padSize];
memcpy(padBuffer, subsystemDesc->resourceAddress, rawSize);
MemoryStream subsystemStream(padBuffer, padSize);
int streamedSubsystemCount = *(int *)subsystemStream.GetPointer();
subsystemStream.AdvancePointer(sizeof(int));
//
// Slot 0 = the (later-installed) control mapper, slot 1 = the voltage bus
// sentinel; the streamed subsystems fill from slot 2.
//
subsystemCount = streamedSubsystemCount + 2;
subsystemArray = new Subsystem *[subsystemCount];
{
for (int z = 0; z < subsystemCount; ++z)
{
subsystemArray[z] = NULL;
}
}
for (int id = 2; id < subsystemCount; ++id)
{
Subsystem::SubsystemResource *seg =
(Subsystem::SubsystemResource *)subsystemStream.GetPointer();
Subsystem *made = NULL;
switch (seg->classID)
{
case CondenserClassID:
made = new Condenser(this, id, (Condenser::SubsystemResource *)seg);
break;
case HeatSinkClassID:
made = new HeatSink(this, id, (HeatSink::SubsystemResource *)seg);
break;
case HeatWatcherClassID:
made = new HeatWatcher(this, id, (HeatWatcher::SubsystemResource *)seg);
break;
case ReservoirClassID:
made = new Reservoir(this, id, (Reservoir::SubsystemResource *)seg);
break;
case GeneratorClassID:
made = new Generator(this, id, (Generator::SubsystemResource *)seg);
break;
case PoweredSubsystemClassID:
made = new PoweredSubsystem(this, id, (PoweredSubsystem::SubsystemResource *)seg);
break;
case SensorClassID:
made = new Sensor(this, id, (Sensor::SubsystemResource *)seg);
sensorSubsystem = made;
break;
case GyroscopeClassID:
made = new Gyroscope(this, id, (Gyroscope::SubsystemResource *)seg);
gyroSubsystem = made;
break;
case TorsoClassID:
made = new Torso(this, id, (Torso::SubsystemResource *)seg);
sinkSourceSubsystem = made;
break;
case MyomersClassID:
made = new Myomers(this, id, (Myomers::SubsystemResource *)seg);
break;
case EmitterClassID:
made = new Emitter(this, id, (Emitter::SubsystemResource *)seg);
++weaponCount;
break;
case PPCClassID:
made = new PPC(this, id, (PPC::SubsystemResource *)seg, PPC::DefaultData);
++weaponCount;
break;
case AmmoBinClassID:
made = new AmmoBin(this, id, (AmmoBin::SubsystemResource *)seg);
break;
case ProjectileWeaponClassID:
made = new ProjectileWeapon(this, id, (ProjectileWeapon::SubsystemResource *)seg);
++weaponCount;
break;
case GaussRifleClassID:
made = new GaussRifle(this, id, (GaussRifle::SubsystemResource *)seg);
++weaponCount;
break;
case MissileLauncherClassID:
made = new MissileLauncher(this, id, (MissileLauncher::SubsystemResource *)seg);
++weaponCount;
break;
case SubsystemMessageManagerClassID:
made = new SubsystemMessageManager(this, id, (SubsystemMessageManager::SubsystemResource *)seg);
messageManager = (SubsystemMessageManager *)made;
break;
case HUDClassID:
made = new HUD(this, id, (HUD::SubsystemResource *)seg);
hudSubsystem = made;
break;
case SearchlightClassID:
made = new Searchlight(this, id, (Searchlight::SubsystemResource *)seg);
break;
case ThermalSightClassID:
made = new ThermalSight(this, id, (ThermalSight::SubsystemResource *)seg);
break;
case MechTechClassID:
made = new MechTech(this, id, (MechTech::SubsystemResource *)seg);
break;
case EmitterClassID + 1: // LaserClassID -- an Emitter energy weapon
case EmitterClassID + 2: // ParticleCannonClassID -- an Emitter energy weapon
made = new Emitter(this, id, (Emitter::SubsystemResource *)seg);
++weaponCount;
break;
default:
//
// Unrecognised / not-yet-reconstructed subsystem class (Capacitor,
// AmmoFeeder, Radar, Turret, ...): give the slot a base
// MechSubsystem so control/damage bindings that resolve this
// subsystemID find a real (if generic) subsystem rather than a NULL
// plug. The roster stays aligned.
//
made = new MechSubsystem(
this, id,
(MechSubsystem::SubsystemResource *)seg,
MechSubsystem::DefaultData
);
break;
}
subsystemArray[id] = made;
subsystemStream.AdvancePointer(seg->subsystemModelSize);
}
subsystemDesc->Unlock();
delete [] (char *)padBuffer;
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[mech] segment walk done: subsystemCount=" << subsystemCount
<< " weaponCount=" << weaponCount << endl << flush;
//
// Skeleton summary: confirm the JointedMover base streamed the segment /
// joint tables (so joint-driven aim / animation / damage has something to
// bind to). BT_SKEL_DUMP additionally lists every segment name + joint
// index (used to identify the twist / gun / leg joints).
//
JointSubsystem *joints = GetJointSubsystem();
DEBUG_STREAM << "[skel] jointSubsystem=" << (void *)joints
<< " jointCount=" << (joints ? joints->GetJointCount() : -1) << endl << flush;
if (getenv("BT_SKEL_DUMP"))
{
EntitySegment::SegmentTableIterator it(segmentTable);
EntitySegment *seg;
int i = 0;
while ((seg = it.ReadAndNext()) != NULL && i < 60)
{
DEBUG_STREAM << "[skel] seg[" << i << "] name=" << seg->GetName()
<< " jointIdx=" << seg->GetJointIndex() << endl;
++i;
}
DEBUG_STREAM << "[skel] segments=" << i << endl << flush;
}
}
//
//-----------------------------------------------------------------------
// Source the authentic per-mech locomotion params from the GameModel
// resource (mech.cpp @~1430: walkingTurnRate/runningTurnRate deg->rad,
// maxAcceleration, throttleAdjustment). The reconstructed ModelResource
// struct layout is only partially verified (BT411 flags it mis-decoded in
// places), so every read is SANITY-GUARDED: a value outside a sane band
// leaves the bring-up default in place. The stride/top speeds still come
// from the bring-up defaults (their authentic source is LoadLocomotionClips,
// which measures them from the walk/run animation clips -- a later wave).
//-----------------------------------------------------------------------
//
{
ResourceDescription *modelDesc =
application->GetResourceFile()->SearchList(
modelResourceID,
ResourceDescription::GameModelResourceType
);
if (modelDesc != NULL)
{
modelDesc->Lock();
ModelResource *model = (ModelResource *)modelDesc->resourceAddress;
if (model != NULL)
{
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[mech] model params: walkTR="
<< model->walkingTurnRate << " runTR=" << model->runningTurnRate
<< " maxAcc=" << model->maxAcceleration
<< " throttleAdj=" << model->throttleAdjustment
<< " (deg,deg,u/s^2,scale)" << endl << flush;
DEBUG_STREAM << "[mech] look angles: L="
<< model->lookLeftAngle << " R=" << model->lookRightAngle
<< " F=" << model->lookFrontAngle << " B=" << model->lookBackAngle
<< " (deg)" << endl << flush;
}
if (model->walkingTurnRate > 1.0f && model->walkingTurnRate < 360.0f)
{
walkingTurnRate = model->walkingTurnRate * RAD_PER_DEG;
}
if (model->runningTurnRate > 1.0f && model->runningTurnRate < 360.0f)
{
runningTurnRate = model->runningTurnRate * RAD_PER_DEG;
}
if (model->maxAcceleration > 1.0f && model->maxAcceleration < 500.0f)
{
maxBodyAcceleration = model->maxAcceleration;
}
if (model->throttleAdjustment > 0.05f && model->throttleAdjustment < 20.0f)
{
forwardThrottleScale = model->throttleAdjustment;
}
//
// The authored look-view angles (deg->rad), same insanity band
// as the rest of the guarded reads.
//
{
Scalar a;
a = model->lookLeftAngle;
if (a > -360.0f && a < 360.0f) lookLeftAngle = a * RAD_PER_DEG;
a = model->lookRightAngle;
if (a > -360.0f && a < 360.0f) lookRightAngle = a * RAD_PER_DEG;
a = model->lookFrontAngle;
if (a > -360.0f && a < 360.0f) lookFrontAngle = a * RAD_PER_DEG;
a = model->lookBackAngle;
if (a > -360.0f && a < 360.0f) lookBackAngle = a * RAD_PER_DEG;
}
}
modelDesc->Unlock();
}
}
//
// Install the per-frame body Performance. Until now the mech ran the base
// DoNothingOnce; from here the engine dispatches Mech::Simulate every frame
// (Mover -> Entity -> Simulation::PerformAndWatch) once the mission is
// RunningMission.
//
SetPerformance(&Mech::Simulate);
Check_Fpu();
}
Mech::~Mech()
{
}
void
Mech::SetMappingSubsystem(Subsystem *subsystem)
{
Check(this);
Check_Pointer(subsystemArray);
//
// The control mapper lives in roster slot 0 (the streamed control-mapping
// resource binds its DirectMappings to subsystemID 0, so it must resolve
// there via Entity::GetSimulation(0)). On a re-spawn, drop the old one.
//
if (subsystemArray[0] != NULL)
{
Unregister_Object(subsystemArray[0]);
delete subsystemArray[0];
}
subsystemArray[0] = subsystem;
}
//
//#############################################################################
// ResolveJoint -- the shared skeleton-joint resolver (mech.cpp @00424b60).
// A subsystem hands us the joint NAME from its resource; we look up the
// skeleton segment of that name, read its joint index, and fetch the animated
// Joint from the JointSubsystem. NULL for an empty/unknown name or a mech with
// no skeleton/joint subsystem.
//#############################################################################
//
Joint*
Mech::ResolveJoint(const char *joint_name)
{
Check(this);
if (joint_name == NULL || joint_name[0] == '\0')
{
return NULL;
}
EntitySegment *segment = GetSegment(CString(joint_name));
if (segment == NULL)
{
return NULL;
}
JointSubsystem *joints = GetJointSubsystem();
if (joints == NULL)
{
return NULL;
}
return joints->GetJoint(segment->GetJointIndex());
}
//
//#############################################################################
// CommitLookState -- the look-button eyepoint commit (the binary's five-state
// look machine tail, controls mapper part_013.c:396-459). Re-aims the eyepoint
// from the model's authored look angles: side looks yaw by lookLeft/RightAngle,
// look-behind is yaw pi with lookBackAngle pitch, look-down pitches by
// lookFrontAngle, forward is identity. The committed pitch/yaw are stored in
// lookPitch/lookYaw so the per-frame compose in Simulate can keep adding the
// live Torso elevation on top.
//
// Also part of the authentic commit, deferred to the weapon wave: re-arming
// each weapon's view-fire enable (forward view = the non-rear-mounted weapons,
// look-back = the rear-mounted ones, side/down = none) and flipping the HUD pip
// group mask (forward = front group, look-back = rear group) -- both need the
// MechWeapon viewFireEnable/rearFiring members, not yet reconstructed.
//#############################################################################
//
void
Mech::CommitLookState(int look_state)
{
Check(this);
Scalar pitch = 0.0f;
Scalar yaw = 0.0f;
switch (look_state)
{
case MechControlsMapper::LookLeftState:
yaw = lookLeftAngle;
break;
case MechControlsMapper::LookRightState:
yaw = lookRightAngle;
break;
case MechControlsMapper::LookBehindState:
yaw = PI;
pitch = lookBackAngle;
break;
case MechControlsMapper::LookDownState:
pitch = lookFrontAngle;
break;
default:
break; // LookNone: identity
}
lookPitch = pitch;
lookYaw = yaw;
eyepointRotation = EulerAngles(
Radian(Radian::Normalize(pitch)),
Radian(Radian::Normalize(yaw)),
Radian(0.0f)
);
//
// Re-arm each weapon's view-fire enable: the forward view arms the
// non-rear-mounted weapons, LOOK-BACK arms the rear-mounted ones, and the
// side/down views arm none.
//
{
for (int id = 2; id < subsystemCount; ++id)
{
Subsystem *sub = subsystemArray[id];
if (sub == NULL || !sub->IsDerivedFrom(MechWeapon::ClassDerivations))
{
continue;
}
MechWeapon *weapon = (MechWeapon *)sub;
Logical arm;
if (look_state == MechControlsMapper::LookNone)
{
arm = (weapon->IsRearFiring() == False);
}
else if (look_state == MechControlsMapper::LookBehindState)
{
arm = weapon->IsRearFiring();
}
else
{
arm = False;
}
weapon->SetViewFireEnable(arm);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[look] weapon '" << weapon->GetName()
<< "' rear=" << (int)weapon->IsRearFiring()
<< " armed=" << (int)arm << endl << flush;
}
}
}
//
// The HUD reticle weapon-pip group: the forward view shows the FRONT pip
// group, look-back shows the REAR group; side/down views leave the mask.
//
if (look_state == MechControlsMapper::LookNone)
{
targetReticle.reticleElementMask = (Reticle::ReticleElements)
(((int)targetReticle.reticleElementMask | Reticle::FrontFiringWeaponsOn)
& ~Reticle::RearFiringWeaponsOn);
}
else if (look_state == MechControlsMapper::LookBehindState)
{
targetReticle.reticleElementMask = (Reticle::ReticleElements)
(((int)targetReticle.reticleElementMask | Reticle::RearFiringWeaponsOn)
& ~Reticle::FrontFiringWeaponsOn);
}
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[look] state=" << look_state
<< " yaw=" << yaw << " pitch=" << pitch
<< " pipMask=0x" << hex << (int)targetReticle.reticleElementMask << dec
<< endl << flush;
}
Check_Fpu();
}
//
//#############################################################################
// Simulate -- the mech's per-frame body Performance (the Mover locomotion tick).
//
// FUNCTIONAL MOTION CORE (Phase 5.3, increment 1). A Mech is a Mover; its
// per-frame job is to advance its Origin and commit it to the world transform.
// This reconstructs the load-bearing spine of the 1995 Mech::Simulate
// (mech4.cpp @004ab430): integrate the body velocity into localOrigin, then
// rebuild localToWorld with the engine's own idiom (ENTITY.CPP:988 /
// MOVER.CPP:850, `localToWorld = localOrigin`).
//
// Still layered on top of this (next increments):
// * the gait-cycle self-propulsion that FEEDS worldLinearVelocity -- the
// authentic model drives forward speed from the walk/run animation cycle
// (IntegrateMotion -> AdvanceBodyAnimation -> cycleDistance) steered by the
// control-mapper demands (throttle/turn), not a raw velocity;
// * heading integration (rotate localOrigin.angularPosition by the turn rate);
// * the terrain-height drop (BoundingBoxTreeNode::FindBoundingBoxUnder) that
// rests the feet on the ground;
// * the cockpit telemetry FilteredScalars (head/aim/leg/torso angular rates).
//
// With no locomotion layer yet, worldLinearVelocity is zero for a freshly
// spawned mech, so it holds its pose -- identical to the prior DoNothing, but
// now on the real Simulate path. DEV hook BT_DRIVE="vx,vy,vz" injects a
// constant world velocity so the integrate + transform path is verifiable
// headlessly (no RIO/controls needed). See MECH.NOTES.md.
//#############################################################################
//
void
Mech::Simulate(Scalar time_slice)
{
Check(this);
//
//-----------------------------------------------------------------------
// Read the control-mapper locomotion demands. The mapper lives at roster
// slot 0 and its InterpretControls Performance ticks in the Entity::Perform
// AndWatch roster walk BEFORE this (the mech's own Performance runs last),
// so speedDemand/turnDemand are this frame's.
//-----------------------------------------------------------------------
//
Scalar speedDemand = 0.0f;
Scalar turnDemand = 0.0f;
if (subsystemArray != NULL && subsystemArray[0] != NULL)
{
MechControlsMapper *mapper = (MechControlsMapper *)subsystemArray[0];
speedDemand = mapper->GetSpeedDemand();
turnDemand = mapper->GetTurnDemand();
}
bodyTargetSpeed = speedDemand;
//
//-----------------------------------------------------------------------
// Accelerate the actual body speed toward the demand (bounded per frame by
// the mech's max acceleration).
//-----------------------------------------------------------------------
//
{
Scalar dv = bodyTargetSpeed - currentBodySpeed;
Scalar maxStep = maxBodyAcceleration * time_slice;
if (dv > maxStep) dv = maxStep;
if (dv < -maxStep) dv = -maxStep;
currentBodySpeed += dv;
}
//
//-----------------------------------------------------------------------
// Authentic per-mech turn rate: lerp(walkingTurnRate, runningTurnRate) by
// ground speed, with a runningTurnRate/t^2 over-run falloff past top speed;
// clamp >= 0. (mech4.cpp master-perf @0x4aa3d3.)
//-----------------------------------------------------------------------
//
Scalar authTurnRate = walkingTurnRate;
{
Scalar spd = (currentBodySpeed < 0.0f) ? -currentBodySpeed : currentBodySpeed;
if (spd >= reverseSpeedMax)
{
Scalar den = reverseStrideLength - walkStrideLength;
Scalar t = (den != 0.0f) ? (spd - walkStrideLength) / den : 0.0f;
if (t <= 1.0f)
{
authTurnRate = walkingTurnRate + (runningTurnRate - walkingTurnRate) * t;
}
else
{
authTurnRate = runningTurnRate / (t * t);
}
}
if (authTurnRate < 0.0f)
{
authTurnRate = 0.0f;
}
}
//
//-----------------------------------------------------------------------
// Integrate heading (yaw) into the body orientation quaternion via the
// engine's rotation-integrate op (Quaternion::Add(source, omega*dt)), then
// rebuild the world transform so the facing axis below is current.
//-----------------------------------------------------------------------
//
{
Vector3D angStep;
angStep.x = 0.0f;
angStep.y = turnDemand * authTurnRate * time_slice;
angStep.z = 0.0f;
Quaternion prevPose = localOrigin.angularPosition;
localOrigin.angularPosition.Add(prevPose, angStep);
}
localToWorld = localOrigin;
//
//-----------------------------------------------------------------------
// Forward step: the mech faces local -Z (gun ports / eyepoint at -Z). Take
// the world Z basis and negate for the facing direction; move at the current
// body speed. (The animation-exact per-frame advance from the gait clip is
// the deferred fidelity layer; this is the procedural equivalent.)
//-----------------------------------------------------------------------
//
UnitVector zAxis;
localToWorld.GetFromAxis(Z_Axis, &zAxis);
worldLinearVelocity.x = -zAxis.x * currentBodySpeed;
worldLinearVelocity.y = -zAxis.y * currentBodySpeed;
worldLinearVelocity.z = -zAxis.z * currentBodySpeed;
//
// DEV override: BT_DRIVE forces a raw world velocity (bypasses the demands,
// for the pure integrate/transform test).
//
{
const char *drive = getenv("BT_DRIVE");
if (drive != NULL)
{
float dx = 0.0f, dy = 0.0f, dz = 0.0f;
if (sscanf(drive, "%f,%f,%f", &dx, &dy, &dz) == 3)
{
worldLinearVelocity.x = dx;
worldLinearVelocity.y = dy;
worldLinearVelocity.z = dz;
}
}
}
//
//-----------------------------------------------------------------------
// Eyepoint / aim-ray composition (mech4.cpp @~5219, pixel-calibrated in the
// BT411 reverse-engineering). The pilot's torso-elevation aim does NOT tilt
// any skeleton joint on this mech family -- it pitches the cockpit eye and
// the weapon boresight directly. Compose the committed look-state pitch/yaw
// (CommitLookState, driven by the look buttons) with the Torso's live
// currentElevation. DPLEyeRenderable / the aim ray read this each frame.
//-----------------------------------------------------------------------
//
{
Scalar elevation = 0.0f;
if (sinkSourceSubsystem != NULL)
{
elevation = ((Torso *)sinkSourceSubsystem)->CurrentElevation();
}
eyepointRotation = EulerAngles(
Radian(Radian::Normalize(lookPitch + elevation)),
Radian(Radian::Normalize(lookYaw)),
Radian(0.0f)
);
}
//
//-----------------------------------------------------------------------
// Integrate position and commit the Origin to the world transform.
//-----------------------------------------------------------------------
//
localOrigin.linearPosition.AddScaled(
localOrigin.linearPosition,
worldLinearVelocity,
time_slice
);
localToWorld = localOrigin;
if (getenv("BT_MECH_LOG"))
{
static Scalar reportAccum = 0.0f;
reportAccum += time_slice;
if (reportAccum >= 1.0f)
{
reportAccum = 0.0f;
EulerAngles ypr;
ypr = localOrigin.angularPosition;
DEBUG_STREAM << "[sim] pos=("
<< localOrigin.linearPosition.x << ","
<< localOrigin.linearPosition.y << ","
<< localOrigin.linearPosition.z << ")"
<< " yaw=" << (Scalar)ypr.yaw
<< " spd=" << currentBodySpeed
<< " eyePitch=" << (Scalar)eyepointRotation.pitch
<< " eyeYaw=" << (Scalar)eyepointRotation.yaw
<< endl << flush;
}
}
Check_Fpu();
}