Files
BT411/engine/MUNGA/SPHERE.h
T
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

26 lines
568 B
C++

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