The mech now drives from the authentic control chain (faithful route). Verified headlessly: full throttle -> walks straight at top speed (30 u/s) along heading; throttle+turn -> walks a circle (radius = speed/turnRate); neutral -> holds pose; zero Fail. MechControlsMapper::InterpretControls (mechmppr.cpp @004afd10) -- installed as the mapper's per-frame Performance (roster slot 0, ticks before the mech): - speedDemand = topSpeed*throttle*fwdScale (reverse inverts); soft stick (square) / pedal (cube) response; Basic=stick turn, Std/Vet=pedal turn; speed clamped while turning hard. Reads owner stride via Mech accessors. - BT_FORCE_THROTTLE/BT_FORCE_TURN dev hooks for headless verification. Mech::Simulate drive -- consumes the mapper demands: - accelerate currentBodySpeed toward speedDemand (maxBodyAcceleration); - authTurnRate = lerp(walkingTurnRate, runningTurnRate) by ground speed + over-run falloff (mech4.cpp master-perf @0x4aa3d3); - integrate heading via Quaternion::Add(prevPose, (0,turn*rate*dt,0)); - facing = world -Z basis (GetFromAxis(Z_Axis)); worldLinearVelocity = facing*spd; - integrate position (increment-1 core). MECH.HPP: 9 named locomotion members out of reservedState (now [211]) -- walking/runningTurnRate, reverse/walkStrideLength, reverseSpeedMax, forwardThrottleScale, maxBodyAcceleration, body/currentBodySpeed. BRING-UP DEFAULTS (authentic values come from the model resource + LoadLocomotionClips -- next refinement). Deferred: gait-clip-exact advance + leg anim (needs animation subsystem/renderer), model-resource sourcing, terrain drop, torso/free-look aim, telemetry filters. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
228 lines
13 KiB
Markdown
228 lines
13 KiB
Markdown
# MECH.CPP / .HPP — reconstruction notes
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**Status: `Mech::Make` (factory) reconstructed; the Mech constructor and the
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entire mech subsystem are the CURRENT FRONTIER — the largest remaining
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milestone in the reconstruction.**
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## What is reconstructed
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- `Mech::Make(MakeMessage *)` = `return new Mech(creation_message);` — the
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factory the registry / `MakeAndLinkViewpointEntity` calls.
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- The static shared data (ClassDerivations / DefaultData) — from the earlier
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staging.
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- A staged Mech ctor that chains the real `JointedMover` base ctor (so the
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model skeleton/segments stream from BTL4.RES) and then Fails.
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The spawn factory path is now validated live: `BTPlayer::CreatePlayerVehicle`
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builds the `Mech::MakeMessage`, `Application::MakeAndLinkViewpointEntity` routes
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it through the registry to `Mech::Make` -> `new Mech` -> the JointedMover base
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ctor (real engine code, streams the mech model) -> the Mech ctor Fail. Boot
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reaches `mech.cpp:66`.
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## Why the Mech ctor is a milestone, not a brick
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`Mech::Mech` is `@004a1674`, **5690 bytes** — the largest single function in the
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game. It walks the model's segment table and instantiates the full subsystem
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roster (power, heat, weapons, actuators, controls, tech, damage zones), and
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primes ~150 members. Reconstructing it requires three things the tree does not
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yet have:
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1. **The complete 1995 Mech member layout as named fields.** MECH.HPP currently
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carries `int reserved[331]` (1324 bytes) as a placeholder. BT411's Ghidra
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reconstruction sidesteps the layout entirely by writing raw offset pokes
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(`Wword(0x104)`, `*(void**)((char*)this + 0x388)`, `this[0x14a]`) — a
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WinTesla-port technique that CANNOT compile into a fresh 1995 build, where
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BC4.52 assigns offsets from the header declarations. So the layout must be
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derived as real members first.
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2. **The subsystem class hierarchy.** MechSubsystem + derived: sensor, generator
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(gnrator), gyro, torso, HUD, myomers, plus the weapon subsystems (mechweap,
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ppc, gauss, projweap, mislanch, ammobin...). Of these, only GAUSS, PPC,
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SENSOR survive as source in the 4.10 archive (CODE/BT/BT); GNRATOR is a
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partial .TCP. The rest are part of the measured "917 missing functions" and
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come only from BT411's decomp.
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3. **The segment-table walk** that reads the model resource and instantiates +
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wires each subsystem.
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BT411's mech reconstruction is ~12,255 lines across mech.cpp / mech2 / mech3 /
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mech4 / mechsub alone, before the subsystem TUs — this is the bulk of the
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remaining game.
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## Reconstruction plan (for the dedicated mech milestone)
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1. **Derive the Mech member layout.** Turn `reserved[331]` into named members.
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Sources: BT411's offset comments (`this[0x14a]` gyroSubsystem, `+0x388`
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target entity, etc.) give the binary offsets; the embedded member types
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(NameFilter, AlarmIndicator, Slot/Socket, Reticle, Filter, CString,
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StateIndicator) come from the surviving MUNGA headers. Cross-check total size
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against the binary's `new Mech` allocation.
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2. **Reconstruct MechSubsystem base + the subsystem roster**, backdating BT411
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mechsub.cpp + the per-subsystem TUs; fold in the surviving 4.10 GAUSS/PPC/
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SENSOR source where it exists (authoritative over the decomp).
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3. **Reconstruct the Mech ctor** against the named layout: embedded-member
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construction, the segment-table walk, subsystem instantiation + wiring.
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4. Then the per-frame path (mech2 animation SM, mech3, mech4 locomotion/
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targeting) and the damage/weapon handlers.
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Until then the ctor Fails cleanly at the frontier; everything below it (engine,
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app, network, mission, player, factory, jointed-mover base) runs real
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reconstructed code.
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## PHASE 4 DONE + PHASE 5 FRONTIER (2026-07-20)
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**The Mech constructor WORKS.** Live boot: `new Mech` -> segment walk instantiates
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the full subsystem roster into the base Entity subsystemArray (dispatch on the
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real VDATA classIDs; unknown IDs -> base MechSubsystem so no NULL slots) ->
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caches sensor/gyro/sinkSource/hud -> mech links as viewpoint -> SetMappingSubsystem
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installs the MechControlsMapper in slot 0 -> mission startup. All structural.
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**Phase-5 frontier (the behavioral integration):** boot now crashes (real NULL
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deref, not a staged Fail) in `Simulation::GetAttributePointer` reached via
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`Simulation::PerformAndWatch` (the per-frame execute + watcher update). Root:
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the reconstructed subsystems reuse the base `Subsystem::AttributeIndex`, so they
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publish NONE of their real attributes (Sensor RadarPercent/SelfTest/BadVoltage,
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Generator OutputVoltage, Emitter ChargeLevel, HUD/Torso/Gyro readouts, ...). The
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watcher/gauge binding + per-frame PerformAndWatch resolve those attribute IDs and
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hit a bad/NULL activeAttributeIndex path.
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Phase-5 work, in order:
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1. Per-subsystem AttributeIndex: define each subsystem's AttributePointers[]
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(ATTRIBUTE_ENTRY(class, Name, member)) + a real AttributeIndex chained to the
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parent, and pass it to that subsystem's DefaultData (instead of the base).
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The surviving CODE headers (SENSOR.HPP, PPC.HPP, GAUSS.HPP) list the attribute
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enums; the decomp AttributePointers[] tables give the rest.
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2. Watcher / capability-chain / plug wiring in the Mech ctor (controllable/
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heatable/weaponRoster/damageable) so PerformAndWatch has valid targets.
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3. The per-frame simulation itself: mech2 (animation SM), mech3, mech4
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(locomotion/targeting) -- ~9K lines, currently all staged Fail.
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4. Rendering integration (the DPL renderer bridge) + playable verification.
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Everything through the Mech ctor + viewpoint link runs real reconstructed code.
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## PHASE-5 CRASH LOCALIZED (2026-07-20)
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Trace-confirmed: the Mech ctor FULLY constructs on the real pod TEST.EGG mech --
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`subsystemCount=33 weaponCount=7` (BT_MECH_LOG). The crash is AFTER construction,
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in BTL4Application::MakeViewpointEntity's "Load the control mappings" block
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(btl4app.cpp ~420): it SearchLists the ControlMappingsListResourceType resource
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and binds each streamed mapping to a subsystem attribute -- via an AttributeWatcher
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-> Simulation::GetAttributePointer(attributeID). The reconstructed subsystems
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publish NONE of their real attributes (they reuse the base Subsystem::AttributeIndex),
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so the streamed attribute IDs don't resolve.
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Phase-5 step 1 = per-subsystem AttributeIndex, and it's a precision task:
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- BT411 has the AttributePointers[] tables (mechsub 1, heat/HeatSink 12, powersub 4,
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Generator, sensor 3, torso 13, weapons, ...) -- but ATTRIBUTE_ENTRY(class,Name,member)
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needs each member NAMED + accessible (several of ours sit in reserved dynamics
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pads -- Gyroscope/Torso/HUD -- and must be broken out).
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- The attribute-ID enums chain Simulation::NextAttributeID -> Entity -> Mover ->
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... -> subsystem, and MUST match the 4.10 binary IDs (the streamed control
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mappings reference them by number).
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Then: watcher/plug/capability-chain wiring, then the mech2/3/4 per-frame sim
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(~9K lines, staged), then rendering. This is the behavioral half.
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## PHASE-5.1 CRASH SOLVED + BOOT REACHES THE GAME LOOP (2026-07-20)
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The `GetAttributePointer` fault was localized (per-slot probe over the roster)
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to roster **slot 22 = `PPC_1`**, an energy weapon: its `GetAttributePointer`
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read `entryCount` off a **NULL `activeAttributeIndex`**. Root cause: our
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reconstructed `EMITTER.HPP` DECLARES `static AttributeIndexSet AttributeIndex`
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(with a `ChargeLevelAttributeID`) but `EMITTER.CPP` never DEFINED it — and the
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surviving 4.10 `PPC.CPP` binds `PPC::DefaultData` to the inherited
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`PPC::AttributeIndex` (= `Emitter::AttributeIndex`), so the SharedData ctor's
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`activeAttributeIndex(&attribute_index)` captured a null/zero symbol. The
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surviving `GAUSS.CPP` also *chains* `Emitter::AttributeIndex` as its
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inheritance, so the same hole corrupts GaussRifle. (Sensor et al. never
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crashed: their `DefaultData` uses the defined `Subsystem::AttributeIndex`.)
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**Fix (EMITTER.CPP):** define `Emitter::AttributePointers[]` (one entry,
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`ATTRIBUTE_ENTRY(Emitter, ChargeLevel, chargeLevel)`) and `Emitter::AttributeIndex`
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chained to `Subsystem::AttributeIndex`, and point `Emitter::DefaultData` at it.
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This is the correct 1995 reconstruction (Emitter publishes the beam charge
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level for the HUD gauge; PPC binds it; Gauss chains it). Static-init order is
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satisfied by ORDER_bt (`... emitter ppc ... gauss`) with `subsystm` in
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munga.lib (constructs first). After the fix the per-slot probe walks all 33
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slots (PPC_1/2, ERMLaser_1..3, AmmoBinSRM6_1/2, SRM6_1/2, MessageManager,
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MechTech, ...) cleanly, and the control-mapping binding block completes.
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**Result:** with the Emitter fix + BTPlayer::InitializePlayerLink +
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VehicleDeadMessageHandler(non-death), the reconstructed tree now boots with
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**zero `Fail()`** all the way into the live per-frame game loop
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(`LBE4ControlsManager::Execute` spinning). See BTPLAYER.NOTES.md. The remaining
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gap to "playable" is behavioral (mech2/3/4 per-frame sim + renderer + real
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control input), not structural — the boot path is complete.
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## PHASE 5.3 INCREMENT 1: Mech::Simulate MOTION CORE (2026-07-21)
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`Mech::Simulate(Scalar)` is reconstructed and installed as the mech's per-frame
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Performance (`SetPerformance(&Mech::Simulate)` at the end of the ctor). Until now
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the mech ran the base `DoNothingOnce`; it now runs real body code every frame
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(dispatched via Mover→Entity→`Simulation::PerformAndWatch` once RunningMission).
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This increment is the **load-bearing spine** of the 1995 Simulate
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(mech4.cpp @004ab430): integrate the body velocity into `localOrigin`
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(`linearPosition.AddScaled(linearPosition, worldLinearVelocity, dt)`) and commit
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the Origin to the world transform with the engine's own idiom
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(`localToWorld = localOrigin`, per ENTITY.CPP:988 / MOVER.CPP:850). BT411's RE
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was decisive here: the mech's motion operates on the ENGINE BASE Mover fields
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(`localOrigin`/`projectedOrigin`/`previousOrigin`/`projectedVelocity`/
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`localToWorld`) — the raw `this+0x100/0x260/0x26c` offsets in the WinTesla decomp
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actually *stomp* those base fields (their MechBaseLayoutCheck static_asserts).
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So the clean reconstruction uses the NAMED base members directly.
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**Verified headlessly** (BT_MECH_LOG `[sim] mech pos=` 1 Hz): with
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`BT_DRIVE="5,0,10"` the mech advances +5.0/s in x and +10.0/s in z (y fixed),
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exactly the injected world velocity; with no BT_DRIVE `worldLinearVelocity` is
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zero and the mech holds its spawn pose — no regression, zero Fail. `BT_DRIVE`
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is a retained DEV hook (world-velocity injection) for headless motion tests.
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**Deferred to the next increments (the locomotion wave):**
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1. gait-cycle self-propulsion that FEEDS `worldLinearVelocity` — the authentic
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model derives forward speed from the walk/run animation cycle
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(`IntegrateMotion`→`AdvanceBodyAnimation`→cycleDistance) steered by the
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control-mapper throttle/turn demands, NOT a raw velocity;
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2. heading integration (rotate `localOrigin.angularPosition` by the turn rate);
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3. terrain-height drop (`BoundingBoxTreeNode::FindBoundingBoxUnder`) resting the
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feet on the ground;
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4. cockpit telemetry `FilteredScalar`s (head/aim/leg/torso angular rates).
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## PHASE 5.3 INCREMENT 2: DRIVABLE via authentic control interpretation (2026-07-21)
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The mech is now **drivable**: `Mech::Simulate` consumes the control-mapper
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demands and drives locomotion with the authentic model. Chain:
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`MechControlsMapper::InterpretControls` (roster slot 0, ticks before the mech's
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Performance each frame — see MECHMPPR.NOTES.md) reads the pushed raw inputs and
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publishes `speedDemand` (world u/s = topSpeed·throttle·fwdScale) and `turnDemand`
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([-1..1]). `Mech::Simulate` then:
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- reads speedDemand/turnDemand from `subsystemArray[0]`;
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- accelerates `currentBodySpeed` toward the demand (bounded by `maxBodyAcceleration`);
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- computes the authentic per-mech turn rate `authTurnRate` =
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lerp(walkingTurnRate, runningTurnRate) by ground speed with a `runTR/t²`
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over-run falloff (mech4.cpp master-perf @0x4aa3d3);
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- integrates heading: `localOrigin.angularPosition.Add(prevPose,
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(0, turnDemand·authTurnRate·dt, 0))` — the engine rotation-integrate op;
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- takes the world −Z basis (`localToWorld.GetFromAxis(Z_Axis,…)`, negated) as the
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facing and sets `worldLinearVelocity = facing · currentBodySpeed`;
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- integrates position (the increment-1 core).
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New named Mech members (out of `reservedState`, now [211]): `walkingTurnRate`,
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`runningTurnRate`, `reverseStrideLength` (top speed), `walkStrideLength`,
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`reverseSpeedMax`, `forwardThrottleScale`, `maxBodyAcceleration`,
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`bodyTargetSpeed`, `currentBodySpeed`. **BRING-UP DEFAULTS** — the authentic
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values come from the Mech model resource (WalkingTurnRate/RunningTurnRate/
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MaxAcceleration) + LoadLocomotionClips (stride/top speeds from the walk/run
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clips); wiring the model-resource pointer + clip loader is the next refinement.
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**VERIFIED headlessly** (`BT_MECH_LOG` `[sim]`/`[mppr]`; forced-input dev hooks
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`BT_FORCE_THROTTLE`/`BT_FORCE_TURN` in InterpretControls):
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- `throttle=1.0` → speedDemand=30, mech accelerates to 30 u/s and walks straight
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along its heading (per-second position delta magnitude = 30.1);
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- `throttle=0.3, turn=1.0` → spd=9, mech walks a CIRCLE of radius ≈ 10 =
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speed/turnRate (9 / 0.87 rad·s⁻¹) — heading integrates continuously;
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- neutral (RIO, no hardware) → speedDemand=0, mech holds pose;
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- zero Fail/Exception throughout.
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Still deferred: gait-clip-exact advance + leg animation (needs the animation
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subsystem + renderer), model-resource/LoadLocomotionClips sourcing, terrain
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drop, torso/free-look aiming (Torso/HUD analog axes), telemetry filters.
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