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>
26 lines
568 B
C++
26 lines
568 B
C++
#pragma once
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#include "point3d.h"
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class Plane;
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class Sphere SIGNATURED
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{
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public:
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Point3D center;
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Scalar radius;
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Sphere() {}
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Sphere(const Point3D &A_Point, Scalar Radius) : center(A_Point), radius(Radius) {}
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Sphere(Scalar X, Scalar Y, Scalar Z, Scalar Radius) : center(X,Y,Z), radius(Radius) {}
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//
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// Intersection functions
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//
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Logical Contains(const Point3D &point) const;
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Logical Intersects(const Sphere &sphere) const;
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Logical Intersects(const Plane &plane) const;
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friend std::ostream& operator<<(std::ostream& Stream, const Sphere &A_Sphere);
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};
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