Files
BT411/engine/MUNGA/UNITVEC.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

65 lines
1.8 KiB
C++

#pragma once
#include "vector3d.h"
class LinearMatrix;
class UnitVector : public Vector3D
{
public:
UnitVector() {}
UnitVector(Scalar x, Scalar y, Scalar z) : Vector3D(x, y, z) {}
UnitVector& operator=(const UnitVector &vector)
{
Check(&vector);
Vector3D::operator=(vector);
return *this;
}
UnitVector& operator=(const Vector3D& v)
{
Vector3D::Normalize(v);
return *this;
}
UnitVector& Negate(const UnitVector &v)
{
Check(&v);
Vector3D::Negate(v);
return *this;
}
Scalar operator*(const Vector3D& v) const { return Vector3D::operator*(v); }
UnitVector& Multiply(const UnitVector &v, const LinearMatrix &m);
UnitVector& operator*=(const LinearMatrix &m);
UnitVector& MultiplyByInverse(const UnitVector &v, const LinearMatrix &m)
{
Vector3D::MultiplyByInverse(v, m);
return *this;
}
UnitVector& Lerp(const UnitVector& v1, const UnitVector& v2, Scalar t);
Logical TestInstance() const;
static Logical TestClass();
private:
static const UnitVector identity;
UnitVector& Negate(const Vector3D &V);
UnitVector& Add(const Vector3D& V1,const Vector3D& V2);
UnitVector& operator+=(const Vector3D& V);
UnitVector& Subtract(const Vector3D& V1,const Vector3D& V2);
UnitVector& operator-=(const Vector3D& V);
UnitVector& Cross(const Vector3D& V1,const Vector3D& V2);
UnitVector& Multiply(const Vector3D& V,Scalar Scale);
UnitVector& operator*=(Scalar Value);
UnitVector& Multiply(const Vector3D& V1,const Vector3D& V2);
UnitVector& operator*=(const Vector3D &V);
UnitVector& Multiply(const Vector3D &Source, const AffineMatrix &M);
UnitVector& MultiplyByInverse(const Vector3D &Source, const LinearMatrix &M);
UnitVector& Divide(const Vector3D& V,Scalar Scale);
UnitVector& operator/=(Scalar Value);
UnitVector& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
};