RecurseSKLFile now walks "site=" children. Sites get no draw component -- which is why the walk's 26 nodes matched the real capture all along: sites were never DCS nodes -- and siteeyepoint spawns the cockpit camera with the donor's exact construction (bt411 btl4vid.cpp:462, decomp FUN_004579a8): offset = the site's own local rest transform, parent = the site's PARENT joint's DCS, not the hull root. World orientation, torso twist and gait all arrive through chain composition. The root-DCS eye remains only as the zero-construction fallback for skeletons with no siteeyepoint. Measured on the live pod with the RIO streaming: [eye] cockpit eye on 'jointeye', 26 nodes / 19 objects / 1 eye, and the bridge camera sits at Y = hull + 7.7 -- the exact chain sum jointlocal 5.29 + hip 0.37 + torso 0.31 + jointeye 1.69. canopy_eye1.png is the pilot's view, the mech's own nose wedge visible below the sightline. Own-mech cage handling is the next layer. Also: eye_count threading through ReadSKLFile/RecurseSKLFile, and the [skl] summary now reports it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
102 lines
3.5 KiB
C++
102 lines
3.5 KiB
C++
//===========================================================================//
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// File: btl4vid.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for the BT video renderer //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(BTL4VID_HPP)
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# define BTL4VID_HPP
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# if !defined(L4VIDEO_HPP)
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# include <l4video.hpp>
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# endif
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# include <dpl.h>
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# include <dplutils.h>
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//###########################################################################
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//####################### BTL4VideoRenderer #############################
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//###########################################################################
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class BTL4VideoRenderer:
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public DPLRenderer
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{
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public:
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BTL4VideoRenderer(
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RendererRate calibration_rate,
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RendererComplexity calibration_complexity,
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RendererPriority calibration_priority,
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InterestType interest_type,
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InterestDepth depth_calibration
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);
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~BTL4VideoRenderer();
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protected:
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void
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LoadMissionImplementation(Mission *mission);
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//
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// (A diagnostic ExecuteImplementation wrapper briefly lived here to
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// count dynamic renderables per frame; it cannot exist, because
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// DPLRenderer::ExecuteImplementation is PRIVATE -- virtual dispatch
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// reaches it, but a subclass cannot chain it by name. The question
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// it was built to answer got answered by the wire instead: zero
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// vr_flush_dcs_artic records because NO dynamic renderable existed
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// -- the engine rejects Skeleton resources, so chaining the base for
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// the mech built nothing. See MakeEntityRenderables.)
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//
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//
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// The bottom of this virtual chain is
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// VideoRenderer::MakeEntityRenderables (VIDREND.CPP:231), whose own
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// comment says it is only reached when nobody above could figure out
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// what to build -- and it just complains. The engine's DPLRenderer
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// layer knows the ENGINE classes; the game's own classes are ours.
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//
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void
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MakeEntityRenderables(
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Entity *entity,
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ResourceDescription *model_resource,
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ViewFrom view_type);
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//
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// The mech's model resource is a SKELETON, not an object, and the
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// engine rejects it ("wrong video resource type") because building
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// one is the GAME renderer's job. Shape taken from the surviving
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// sibling header CODE/RP/RP_L4/RPL4VID.HPP.
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//
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dpl_DCS *
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ReadSKLFile(
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Entity *entity,
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dpl_DCS *parent_dcs,
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const char *skeleton_filename,
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ViewFrom view_type,
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int *eye_count);
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dpl_DCS *
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RecurseSKLFile(
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Entity *entity,
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dpl_DCS *parent_dcs,
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NotationFile *skeleton,
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const char *page_name,
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int recursion_depth,
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ViewFrom view_type,
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dpl_ZONE *zone,
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int *node_count,
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int *object_count,
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int *eye_count);
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protected:
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int reserved[16];
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};
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#endif
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