Files
TeslaRel410/restoration/source410/BT/MECHMPPR.NOTES.md
T
CydandClaude Fable 5 eb8bba3195 BT410 Phase 5.3.6: look-button state machine -- full eyepoint composition
Reconstructs the binary's five-state LOOK machine (controls mapper tail,
part_013.c:396-459) as proper members/methods:

- MECHMPPR: LookState enum (None/Left/Right/Behind/Down) + lookState/
  previousLookState (out of reserved[24] -> [22]). InterpretControls picks the
  state from the look buttons each frame and on a CHANGE calls
  Mech::CommitLookState. BT_FORCE_LOOK=<1..4> dev hook.
- MECH: authored look angles lookLeft/Right/Front/BackAngle (deg->rad from the
  GameModel resource, guarded) + lookPitch/lookYaw + CommitLookState(int):
  side looks yaw by the authored angle, look-behind = yaw pi + lookBackAngle
  pitch, look-down = lookFrontAngle pitch, forward = identity. The per-frame
  eyepoint compose in Simulate adds the live Torso elevation on top.
  (reservedState [208] -> [202].)
- Deferred inside the commit (needs MechWeapon viewFireEnable/rearFiring):
  per-view weapon fire re-arm + HUD pip group-mask flip.

Verified headlessly: model reads clean authored angles (L=60 R=-60 F=-10 B=0
deg -- ModelResource layout confirmed again); BT_FORCE_LOOK=3 fires ONE commit
([look] state=3 yaw=3.14159 pitch=0) and the per-frame compose holds eyeYaw=pi
with eyePitch=0.349066 (lookBackAngle + the 20deg-clamped elevation). Zero Fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 22:08:50 -05:00

3.5 KiB
Raw Blame History

MECHMPPR.CPP / .HPP — reconstruction notes

MechControlsMapper (: Subsystem) is the mech's control-input subsystem, installed at roster slot 0 via Mech::SetMappingSubsystem. It publishes the control-input attributes (StickPosition..PilotArray, IDs 30x16) that the streamed control mappings bind to, and — as of Phase 5.3 — interprets those raw inputs into the locomotion/aim demands the mech drive consumes.

Reconstructed

  • The attribute table + AttributeIndex + shared-data statics (earlier wave).
  • The ctor: primes the published inputs to neutral and (Phase 5.3) installs InterpretControls as the per-frame Performance.
  • InterpretControls(Scalar) — the per-frame control interpretation (mechmppr.cpp @004afd10, authentic demand math):
    • throttle → forward speed: speedDemand = topSpeed · throttle · fwdScale (reverse thrust inverts and drops the forward scale). topSpeed/walkSpeed are read from the owner via Mech::GetReverseStrideLength()/GetWalkStrideLength().
    • soft response: square the stick yaw (sign preserved), cube the pedals.
    • Basic mode: stick yaw = turnDemand; Standard/Veteran: pedals = turnDemand.
    • speed clamp while turning hard (max_turn ramps topSpeed → walkSpeed by |turnDemand|); VeteranMode has no clamp.
  • Demand accessors GetSpeedDemand()/GetTurnDemand() (read by Mech::Simulate).
  • GetMech() = (Mech *)GetEntity().

The mapper ticks in the engine's Entity::PerformAndWatch roster walk (slot 0), which runs BEFORE the mech's own Performance (Simulation::PerformAndWatch at the tail), so the demands are same-frame — no input latency.

DEV hook (headless verification)

BT_FORCE_THROTTLE / BT_FORCE_TURN override the pushed raw inputs (the RIO/ keyboard aren't present in the headless smoke test), so the demand math + mech drive are exercisable without hardware. BT_MECH_LOG prints a 1 Hz [mppr] demand trace. Verified: throttle=1.0 → speedDemand=30; throttle=0.3,turn=1.0 → the mech walks a circle; neutral → 0. See MECH.NOTES.md (Phase 5.3 inc 2).

Torso aim wired (2026-07-21)

InterpretControls now routes the stick PITCH (stick_y, squared soft response) into the torso weapon-elevation axis every control mode (Torso::SetAnalogElevationAxis), and in Standard/Veteran the stick YAW into the torso twist (SetAnalogTwistAxis); Basic keeps the stick yaw as the leg turn. Torso::TorsoSimulation slews + clamps the elevation/twist (see TORSO.NOTES.md). Verified: BT_FORCE_ELEV=0.8 → torsoElev clamps at the authentic 20° limit.

Look-button state machine wired (2026-07-21)

The five-state LOOK machine is live: LookState enum + lookState/ previousLookState members; each frame InterpretControls picks the state from the look buttons (left/right/behind/down, priority in that order) and on a CHANGE calls Mech::CommitLookState(state), which re-aims the eyepoint from the mech's authored look angles (see MECH.NOTES.md increment 6). BT_FORCE_LOOK=<1..4> dev hook. Verified: look-behind commits yaw=π once and the per-frame eyepoint compose carries it with the live elevation.

Deferred (the free-aim / camera wave)

Still not reconstructed: the HUD free-aim slew (HUD::SetFreeAimSlew, the Standard/Veteran torso-disabled path), the torso recenter command, and the weapon-side half of the look commit (per-view fire enables + HUD pip group mask — needs the MechWeapon viewFireEnable/rearFiring members). The skeleton-joint application of the torso angles is deferred with the render wave (TORSO.NOTES.md).