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>
65 lines
3.5 KiB
Markdown
65 lines
3.5 KiB
Markdown
# MECHMPPR.CPP / .HPP — reconstruction notes
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`MechControlsMapper` (: Subsystem) is the mech's control-input subsystem,
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installed at roster slot 0 via `Mech::SetMappingSubsystem`. It publishes the
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control-input attributes (StickPosition..PilotArray, IDs 3–0x16) that the
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streamed control mappings bind to, and — as of Phase 5.3 — interprets those raw
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inputs into the locomotion/aim demands the mech drive consumes.
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## Reconstructed
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- The attribute table + AttributeIndex + shared-data statics (earlier wave).
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- The ctor: primes the published inputs to neutral and (Phase 5.3) installs
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`InterpretControls` as the per-frame Performance.
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- `InterpretControls(Scalar)` — the per-frame control interpretation
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(mechmppr.cpp @004afd10, authentic demand math):
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- throttle → forward speed: `speedDemand = topSpeed · throttle · fwdScale`
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(reverse thrust inverts and drops the forward scale). `topSpeed`/`walkSpeed`
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are read from the owner via `Mech::GetReverseStrideLength()/GetWalkStrideLength()`.
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- soft response: square the stick yaw (sign preserved), cube the pedals.
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- Basic mode: stick yaw = `turnDemand`; Standard/Veteran: pedals = `turnDemand`.
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- speed clamp while turning hard (`max_turn` ramps topSpeed → walkSpeed by
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|turnDemand|); VeteranMode has no clamp.
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- Demand accessors `GetSpeedDemand()/GetTurnDemand()` (read by `Mech::Simulate`).
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- `GetMech()` = `(Mech *)GetEntity()`.
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The mapper ticks in the engine's `Entity::PerformAndWatch` roster walk (slot 0),
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which runs BEFORE the mech's own Performance (`Simulation::PerformAndWatch` at
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the tail), so the demands are same-frame — no input latency.
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## DEV hook (headless verification)
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`BT_FORCE_THROTTLE` / `BT_FORCE_TURN` override the pushed raw inputs (the RIO/
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keyboard aren't present in the headless smoke test), so the demand math + mech
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drive are exercisable without hardware. `BT_MECH_LOG` prints a 1 Hz `[mppr]`
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demand trace. Verified: `throttle=1.0` → speedDemand=30; `throttle=0.3,turn=1.0`
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→ the mech walks a circle; neutral → 0. See MECH.NOTES.md (Phase 5.3 inc 2).
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## Torso aim wired (2026-07-21)
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InterpretControls now routes the stick PITCH (`stick_y`, squared soft response)
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into the torso weapon-elevation axis every control mode
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(`Torso::SetAnalogElevationAxis`), and in Standard/Veteran the stick YAW into the
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torso twist (`SetAnalogTwistAxis`); Basic keeps the stick yaw as the leg turn.
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`Torso::TorsoSimulation` slews + clamps the elevation/twist (see TORSO.NOTES.md).
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Verified: `BT_FORCE_ELEV=0.8` → torsoElev clamps at the authentic 20° limit.
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## Look-button state machine wired (2026-07-21)
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The five-state LOOK machine is live: `LookState` enum + `lookState`/
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`previousLookState` members; each frame InterpretControls picks the state from
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the look buttons (left/right/behind/down, priority in that order) and on a
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CHANGE calls `Mech::CommitLookState(state)`, which re-aims the eyepoint from
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the mech's authored look angles (see MECH.NOTES.md increment 6).
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`BT_FORCE_LOOK=<1..4>` dev hook. Verified: look-behind commits yaw=π once and
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the per-frame eyepoint compose carries it with the live elevation.
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## Deferred (the free-aim / camera wave)
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Still not reconstructed: the HUD free-aim slew (`HUD::SetFreeAimSlew`, the
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Standard/Veteran torso-disabled path), the torso recenter command, and the
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weapon-side half of the look commit (per-view fire enables + HUD pip group
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mask — needs the MechWeapon viewFireEnable/rearFiring members). The
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skeleton-joint application of the torso angles is deferred with the render
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wave (TORSO.NOTES.md).
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