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>
77 lines
2.1 KiB
C++
77 lines
2.1 KiB
C++
#pragma once
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#include "normal.h"
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#include "point3d.h"
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class Sphere;
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class ExtentBox;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Plane ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Plane SIGNATURED
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{
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public:
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//
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// The plane equation is P*N = 0, where P is a homogeneous point, and N
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// is a quadruple representing the plane. Due to some slight
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// improvements gained when the offset is negated, a negative offset is
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// stored. This must be taken into account whenever we are doing the
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// point-to-plane dot product, where we must do a subtraction instead of
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// an addition
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//
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Normal normal;
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Scalar offset;
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//
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// Constructors
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//
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Plane() {}
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Plane(Scalar x, Scalar y, Scalar z, Scalar offset) : normal(x,y,z), offset(offset) {}
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Plane(const Normal& n, Scalar offset) : normal(n), offset(offset) {}
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Plane(const Point3D& p0, const Point3D& p1, const Point3D& p2);
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//
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// Transform functions
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//
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Plane& Multiply(const Plane &p, const LinearMatrix &m);
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Plane& operator*=(const LinearMatrix &m)
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{
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Check(this);
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Plane t(*this);
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return Multiply(t,m);
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}
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//
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// half-space division functions
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//
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Logical SeenBy(const Vector3D &A_Vector) const { return normal * A_Vector < 0.0; }
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Logical SeenBy(const Point3D &A_Point) const { return normal * A_Point > offset; }
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Scalar DistanceTo(const Point3D& A_Point) const { return normal * A_Point - offset; }
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//
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// half-space containment functions
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//
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Logical Contains(const Point3D &point) const;
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Logical ContainsSomeOf(const Sphere &sphere) const;
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Logical ContainsAllOf(const Sphere &sphere) const;
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Logical ContainsSomeOf(const ExtentBox &box) const;
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Logical ContainsAllOf(const ExtentBox &box) const;
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//
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// plane surface intersection functions
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//
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Logical Intersect(const Sphere &sphere) const;
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Logical Intersect(const ExtentBox &box) const;
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friend std::ostream& operator<<(std::ostream& Stream, const Plane &A_Plane);
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Logical TestInstance() const;
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static Logical TestClass();
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//
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// Equation solutions
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//
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Scalar CalculateX(Scalar y, Scalar z);
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Scalar CalculateY(Scalar x, Scalar z);
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Scalar CalculateZ(Scalar x, Scalar y);
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};
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