Files
BT411/engine/MUNGA/MATRIX.h
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

181 lines
4.1 KiB
C++

#pragma once
#include "scalar.h"
#include <D3DX9.h>
class AffineMatrix;
class TransposedMatrix;
class Origin;
class Hinge;
class EulerAngles;
class YawPitchRoll;
class Point3D;
class Quaternion;
class AbstractMatrix4x4
{
public:
Scalar entries[16];
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile AbstractMatrix4x4 *);
#endif
AbstractMatrix4x4& operator=(const AbstractMatrix4x4& m);
Logical TestInstance() const;
protected:
AbstractMatrix4x4() {}
AbstractMatrix4x4& Transpose(const AbstractMatrix4x4 &m);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Matrix4x4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Matrix4x4 : public AbstractMatrix4x4
{
public:
static const Matrix4x4 Identity;
Matrix4x4() {}
Matrix4x4& BuildIdentity();
Matrix4x4(int) { BuildIdentity(); }
Matrix4x4& operator=(const Matrix4x4 &m)
{
Check_Pointer(this);
Check(&m);
AbstractMatrix4x4::operator=(m);
return *this;
}
Matrix4x4& operator=(const TransposedMatrix &m);
Matrix4x4& operator=(const AffineMatrix &m);
Matrix4x4& operator=(const Origin &p);
Matrix4x4& operator=(const Hinge &hinge);
Matrix4x4& operator=(const EulerAngles &angles);
Matrix4x4& operator=(const YawPitchRoll &angles);
Matrix4x4& operator=(const D3DXMATRIX &m);
Matrix4x4& BuildRotation(const Quaternion &q);
Matrix4x4& operator=(const Quaternion &q);
Matrix4x4& BuildTranslation(const Point3D &p);
Matrix4x4& operator=(const Point3D &p);
//
// Index operators
// Note that Matrix4x4 is stored in row major format, not column major,
// although they are indexed the same
//
Scalar& operator ()(size_t Row,size_t Column)
{
Check_Pointer(this);
Warn(Row>3);
Warn(Column>3);
return entries[(Row<<2)+Column];
}
const Scalar& operator ()(size_t Row,size_t Column) const
{
Check_Pointer(this);
Warn(Row>3);
Warn(Column>3);
return entries[(Row<<2)+Column];
}
Matrix4x4& Multiply(const Matrix4x4& Source1, const Matrix4x4& Source2);
Matrix4x4& operator *=(const Matrix4x4& m)
{
Matrix4x4 temp(*this);
return Multiply(temp,m);
}
Matrix4x4& Multiply(const Matrix4x4& Source1, const AffineMatrix &Source2);
Matrix4x4& operator *=(const AffineMatrix& m)
{
Matrix4x4 temp(*this);
return Multiply(temp,m);
}
Matrix4x4& Multiply(const AffineMatrix &Source1, const Matrix4x4& Source2);
Matrix4x4& Multiply(const AffineMatrix &Source1, const AffineMatrix &Source2);
#if 0
Matrix4x4& Invert(const Matrix4x4& Source);
Matrix4x4& Invert()
{
Matrix4x4 src(*this);
return Invert(src);
}
#endif
Matrix4x4& SetToProjection(Scalar Z_Plane, Scalar Inv_Q, Scalar Dx, Scalar Dy, Scalar Dz);
Matrix4x4& SetToPerspectiveProjection(Scalar Distance)
{
Verify(Distance != 0.0);
return SetToProjection(0.0, 1.0 / Distance, 0.0, 0.0, -1.0);
}
Matrix4x4& SetToOrthogonalProjection() { return SetToProjection(0.0, 0.0, 0.0, 0.0, -1.0); }
D3DXMATRIX ToD3DMatrix();
friend std::ostream& operator <<(std::ostream& stream, const Matrix4x4& Matrix4x4);
static Logical TestClass();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Matrix4x4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class TransposedMatrix : public AbstractMatrix4x4
{
public:
//
// Constructors
//
TransposedMatrix() {}
//
// Assignment operators
//
TransposedMatrix& operator=(const Matrix4x4 &m)
{
Check_Pointer(this);
Check(&m);
AbstractMatrix4x4::Transpose(m);
return *this;
}
TransposedMatrix& operator=(const TransposedMatrix &m)
{
Check_Pointer(this);
Check(&m);
AbstractMatrix4x4::operator=(m);
return *this;
}
TransposedMatrix& operator=(const AffineMatrix &m);
//
// Index operators
//
Scalar& operator()(size_t Row,size_t Column)
{
Check_Pointer(this);
Warn(Row>3);
Warn(Column>3);
return entries[(Column<<2)+Row];
}
const Scalar& operator()(size_t Row,size_t Column) const
{
Check_Pointer(this);
Warn(Row>3);
Warn(Column>3);
return entries[(Column<<2)+Row];
}
//
// Support Functions
//
friend std::ostream& operator <<(std::ostream& stream, const TransposedMatrix& Matrix4x4);
};
inline Matrix4x4& Matrix4x4::operator=(const TransposedMatrix &m)
{
Check_Pointer(this);
Check(&m);
AbstractMatrix4x4::Transpose(m);
return *this;
}