Files
BT411/engine/MUNGA/POINT3D.cpp
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

57 lines
1.5 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "point3d.h"
#include "linmtrx.h"
#include "vector4d.h"
const Point3D Point3D::Identity(0.0f,0.0f,0.0f);
//
//###########################################################################
//###########################################################################
//
Point3D& Point3D::operator=(const Vector4D& v)
{
Check_Pointer(this);
Check(&v);
Verify(v.w);
x = v.x / v.w;
y = v.y / v.w;
z = v.z / v.w;
return *this;
}
//
//###########################################################################
//###########################################################################
//
Point3D& Point3D::Multiply(const Point3D& p,const AffineMatrix& m)
{
Check_Pointer(this);
Check(&p);
Check(&m);
x = p.x * m(0,0) + p.y * m(1,0) + p.z * m(2,0) + m(3,0);
y = p.x * m(0,1) + p.y * m(1,1) + p.z * m(2,1) + m(3,1);
z = p.x * m(0,2) + p.y * m(1,2) + p.z * m(2,2) + m(3,2);
return *this;
}
//
//###########################################################################
//###########################################################################
//
Point3D& Point3D::MultiplyByInverse(const Point3D &p, const LinearMatrix &m)
{
x = p.x * m(0,0) + p.y * m(0,1) + p.z * m(0,2) - m(3,0) * m(0,0) - m(3,1) * m(0,1) - m(3,2) * m(0,2);
y = p.x * m(1,0) + p.y * m(1,1) + p.z * m(1,2) - m(3,0) * m(1,0) - m(3,1) * m(1,1) - m(3,2) * m(1,2);
z = p.x * m(2,0) + p.y * m(2,1) + p.z * m(2,2) - m(3,0) * m(2,0) - m(3,1) * m(2,1) - m(3,2) * m(2,2);
return *this;
}
#if defined(TEST_CLASS)
#include "point3d.tcp"
#endif