Files
TeslaRel410/restoration/source410/BT_L4/BTL4VID.HPP
T
CydandClaude Fable 5 d66c2b0812 BT410 5.3.55: the mech skeleton is built -- .SKL walked into a dpl_DCS tree
BTL4VideoRenderer answers MechClassID: walks the video-object chain the way
the engine does, hands every L4VideoObject::Skeleton entry to ReadSKLFile, and
recurses the .SKL into a dpl_DCS tree with geometry instanced onto it.

Verified repeatedly on the live pod: '[skl] video\mad.skl -> 26 nodes, 19
objects', with no 'wrong video resource type' complaint and no load failures.
Those counts are exactly what the file declares (25 joint= entries + root, 19
Object= entries).

Corrects the earlier success criterion in this file, which said 22 instances
by reading the reference capture's 'instance x22' against DZoneCount=22.
Damage zones are not geometry -- 28 dzone= tags spread across 19 objects.

Translations are written to matrix[3]/[7]/[11], MUNGA's own AffineMatrix
layout.  It walks cleanly but no frame has been seen WITH the mech yet, so
the slot choice is recorded as unconfirmed.  Rotation stays identity by
design: every base-pose angle in MAD.SKL is 0 or ~1e-3, so translation alone
assembles the model and isolates one convention at a time.

AND A CORRECTION I have to flag loudly: I earlier concluded from single runs
that non-identity translations crashed the pod, 'isolated' it, and 'confirmed'
the alternative also crashed.  That was all noise.  The same binary re-run
gives walk / crash / walk / crash -- the known intermittent plane-write defect
is now firing on ~half of pod runs and lands at different points each time,
which is precisely what made it look deterministic.  Never accept a single
pod run as evidence on this rig; require two agreeing runs.

That defect is now the top of the list: a run must survive both the skeleton
build and the launch to render anything, which at ~50% is a coin flip on a
four-minute cycle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 18:46:37 -05:00

88 lines
2.9 KiB
C++

//===========================================================================//
// File: btl4vid.hpp //
// Project: BattleTech //
// Contents: Implementation details for the BT video renderer //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(BTL4VID_HPP)
# define BTL4VID_HPP
# if !defined(L4VIDEO_HPP)
# include <l4video.hpp>
# endif
# include <dpl.h>
# include <dplutils.h>
//###########################################################################
//####################### BTL4VideoRenderer #############################
//###########################################################################
class BTL4VideoRenderer:
public DPLRenderer
{
public:
BTL4VideoRenderer(
RendererRate calibration_rate,
RendererComplexity calibration_complexity,
RendererPriority calibration_priority,
InterestType interest_type,
InterestDepth depth_calibration
);
~BTL4VideoRenderer();
protected:
void
LoadMissionImplementation(Mission *mission);
//
// The bottom of this virtual chain is
// VideoRenderer::MakeEntityRenderables (VIDREND.CPP:231), whose own
// comment says it is only reached when nobody above could figure out
// what to build -- and it just complains. The engine's DPLRenderer
// layer knows the ENGINE classes; the game's own classes are ours.
//
void
MakeEntityRenderables(
Entity *entity,
ResourceDescription *model_resource,
ViewFrom view_type);
//
// The mech's model resource is a SKELETON, not an object, and the
// engine rejects it ("wrong video resource type") because building
// one is the GAME renderer's job. Shape taken from the surviving
// sibling header CODE/RP/RP_L4/RPL4VID.HPP.
//
dpl_DCS *
ReadSKLFile(
Entity *entity,
const char *skeleton_filename,
ViewFrom view_type);
dpl_DCS *
RecurseSKLFile(
Entity *entity,
dpl_DCS *parent_dcs,
NotationFile *skeleton,
const char *page_name,
int recursion_depth,
ViewFrom view_type,
dpl_ZONE *zone,
int *node_count,
int *object_count);
protected:
int reserved[16];
};
#endif