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>
117 lines
2.9 KiB
C++
117 lines
2.9 KiB
C++
#include "munga.h"
|
|
#pragma hdrstop
|
|
|
|
#include "origin.h"
|
|
#include "motion.h"
|
|
#include "linmtrx.h"
|
|
|
|
const Origin Origin::Identity(Point3D::Identity, Quaternion::Identity);
|
|
|
|
#if defined(USE_SIGNATURE)
|
|
int Is_Signature_Bad(const volatile Origin *)
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Origin::Origin(const LinearMatrix &matrix)
|
|
{
|
|
Check(&matrix);
|
|
linearPosition = matrix;
|
|
angularPosition = matrix;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Origin& Origin::operator=(const Origin &origin)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&origin);
|
|
|
|
angularPosition = origin.angularPosition;
|
|
linearPosition = origin.linearPosition;
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Origin& Origin::operator=(const LinearMatrix &matrix)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&matrix);
|
|
|
|
angularPosition = matrix;
|
|
linearPosition = matrix;
|
|
return *this;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical Origin::operator==(const Origin &origin) const
|
|
{
|
|
Check(this);
|
|
return (memcmp(this, &origin, sizeof(Origin)) == 0);
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Origin& Origin::AddScaled(const Origin& source, const Motion& delta, Scalar t)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&source);
|
|
Check(&delta);
|
|
Verify(t >= 0.0f);
|
|
|
|
linearPosition.AddScaled(source.linearPosition, delta.linearMotion, t);
|
|
angularPosition.AddScaled(source.angularPosition, delta.angularMotion, t);
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
//#############################################################################
|
|
//
|
|
Origin& Origin::Lerp(const Origin &start, const Origin &end, Scalar t)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&start);
|
|
Check(&end);
|
|
|
|
linearPosition.Lerp(start.linearPosition, end.linearPosition, t);
|
|
angularPosition.Lerp(start.angularPosition, end.angularPosition, t);
|
|
Check(this);
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
std::ostream& operator<<(std::ostream& stream, const Origin& p)
|
|
{
|
|
return stream << '{' << p.linearPosition << ',' << p.angularPosition << '}';
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Logical Origin::TestInstance() const
|
|
{
|
|
return angularPosition.TestInstance();
|
|
}
|
|
|
|
#if defined(TEST_CLASS)
|
|
#include "origin.tcp"
|
|
#endif
|