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>
72 lines
1.9 KiB
C++
72 lines
1.9 KiB
C++
#pragma once
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#include "unitvec.h"
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class Normal : public UnitVector
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{
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public:
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Normal() {}
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Normal(Scalar x, Scalar y, Scalar z) : UnitVector(x,y,z) {}
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Normal(const UnitVector& v) : UnitVector(v) {}
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Normal& operator=(const UnitVector& v)
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{
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UnitVector::operator=(v);
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return *this;
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}
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Normal& operator=(const Vector3D& v)
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{
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Normalize(v);
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return *this;
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}
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Normal& Negate(const Normal &v)
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{
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Vector3D::Negate(v);
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return *this;
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}
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Scalar operator*(const Vector3D& v) const
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{
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return Vector3D::operator*(v);
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}
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Normal& Multiply(const Normal &n, const LinearMatrix &m)
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{
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UnitVector::Multiply(n,m);
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return *this;
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}
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Normal& operator*=(const LinearMatrix &M)
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{
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Normal src(*this);
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return Multiply(src,M);
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}
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//
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// These functions will cause the vector to lose its unit length, thus
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// cause any downstream verifies to fail. We have to be able to only
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// normalize the normal once after all transformations if these are to
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// be of any benefit, so don't use them for now
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Normal& Multiply_Inverse(const Normal &Source, const AffineMatrix &M);
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Normal& Multiply(const Normal &Source, const AffineMatrix &M);
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static Logical TestClass();
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private:
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static const Normal identity;
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Normal& Negate(const Vector3D &V);
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Normal& Add(const Vector3D& V1,const Vector3D& V2);
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Normal& operator+=(const Vector3D& V);
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Normal& Subtract(const Vector3D& V1,const Vector3D& V2);
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Normal& operator-=(const Vector3D& V);
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Normal& Cross(const Vector3D& V1,const Vector3D& V2);
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Normal& Multiply(const Vector3D& V,Scalar Scale);
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Normal& operator*=(Scalar Value);
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Normal& Multiply(const Vector3D& V1,const Vector3D& V2);
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Normal& operator*=(const Vector3D &V);
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Normal& Multiply(const Vector3D &Source, const AffineMatrix &M);
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Normal& operator*=(const AffineMatrix &M);
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Normal& Divide(const Vector3D& V,Scalar Scale);
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Normal& operator/=(Scalar Value);
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Normal& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
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}; |