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>
274 lines
6.6 KiB
C++
274 lines
6.6 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "segment.h"
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#include "joint.h"
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//#############################################################################
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// Segment::VideoObjectNames Support
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//
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CString*
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EntitySegment::VideoObjectNames::GetVideoObjectName(
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Enumeration damage_graphic_state
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)
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{
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Check(this);
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CStringPlug *my_plug = videoObjectNames.Find(damage_graphic_state);
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if (my_plug)
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{
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Check(my_plug);
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return my_plug->GetPointer();
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}
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return NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntitySegment__VideoObjectNames::EntitySegment__VideoObjectNames() : videoObjectNames(NULL, false)
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntitySegment::VideoObjectNames::~VideoObjectNames()
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{
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VChainIteratorOf<CStringPlug*, Enumeration> iterator(videoObjectNames);
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iterator.DeletePlugs();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntitySegment::VideoObjectNames::AddVideoObjectName(
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const CString &new_name,
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Enumeration damage_graphic_state
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)
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{
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Check(this);
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CStringPlug *new_string = new CStringPlug(new_name);
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Register_Object(new_string);
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videoObjectNames.AddValue(new_string, damage_graphic_state);
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}
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//#############################################################################
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// Segment Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntitySegment::EntitySegment(
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CString segment_name,
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int this_index,
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int parent_index,
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int joint_index,
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Joint *joint_ptr,
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LinearMatrix &lin_matrix,
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EntitySegment *parent_segment,
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Logical is_site,
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int primary_damage_zone
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) :
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baseOffset(LinearMatrix::Identity),
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childIndexTable(NULL, True),
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damageZoneTable(NULL,True),
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videoObjectTable(NULL,True),
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childPointerTable(NULL,True)
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{
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segmentModified = True;
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thisIndex = this_index;
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parentIndex = parent_index;
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jointIndex = joint_index;
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jointPointer = joint_ptr;
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baseOffset = lin_matrix;
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parentSegment =parent_segment;
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segmentName = segment_name;
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siteSegment = is_site;
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primaryDamageZone = primary_damage_zone; // Add To constructor Call
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segmentToParent = baseOffset;
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segmentToEntity = baseOffset;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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CString*
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EntitySegment::GetVideoObjectName(
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SkeletonType skl_type,
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Enumeration damage_graphic_state
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)
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{
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Check(this);
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VideoObjectNames *video_names = videoObjectTable.Find(skl_type);
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if(video_names)
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{
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return video_names->GetVideoObjectName(damage_graphic_state);
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}
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else
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{
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return NULL;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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EntitySegment::~EntitySegment()
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{
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IntegerTableIterator iterator_child( childIndexTable);
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iterator_child.DeletePlugs();
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IntegerTableIterator iterator_damage(damageZoneTable);
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iterator_damage.DeletePlugs();
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VideoTableIterator iterator_video(videoObjectTable);
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iterator_video.DeletePlugs();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntitySegment::AddChildIndex(int child_index, int index)
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{
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Check(this);
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IntegerPlug *child_plug = new IntegerPlug(child_index);
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Register_Object(child_plug);
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childIndexTable.AddValue(child_plug, index);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntitySegment::AddChildPointer(EntitySegment* child_ptr, int index)
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{
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Check(this);
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childPointerTable.AddValue(child_ptr, index);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntitySegment::AddDamageZone(int damage_index, int index)
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{
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Check(this);
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Check_Pointer(&damageZoneTable);
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IntegerPlug *damage_plug = new IntegerPlug(damage_index);
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Register_Object(damage_plug);
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damageZoneTable.AddValue(damage_plug, index);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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EntitySegment::AddVideoObjectName(
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CString video_object_name,
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Enumeration skl_type,
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Enumeration damage_graphic_state
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)
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{
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Check(this);
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Check_Pointer(&videoObjectTable);
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VideoTableIterator iterator(videoObjectTable);
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VideoObjectNames *names_plug = iterator.Find(skl_type);
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if(!names_plug)
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{
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names_plug = new VideoObjectNames();
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Register_Object(names_plug);
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videoObjectTable.AddValue(names_plug, skl_type);
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}
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names_plug->AddVideoObjectName(video_object_name, damage_graphic_state);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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const LinearMatrix&
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EntitySegment::GetSegmentToParent()
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{
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Check(this);
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//
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//-----------------------------------------------------------------------
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// Recalculate the segment to parent matrix if we have a joint and it has
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// changed
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//-----------------------------------------------------------------------
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//
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if (jointPointer)
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{
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Check(jointPointer);
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if (jointPointer->IsJointModified())
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{
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jointPointer->JointModified(False);
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LinearMatrix
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t1 = baseOffset,
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t2;
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switch(jointPointer->GetJointType())
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{
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case Joint::BallJointType:
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{
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LinearMatrix euler_angles = LinearMatrix::Identity;
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euler_angles = jointPointer->GetEulerAngles();
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t2.Invert(euler_angles);
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segmentToParent.Multiply(t1,t2);
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}
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break;
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case Joint::HingeXJointType:
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case Joint::HingeYJointType:
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case Joint::HingeZJointType:
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{
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LinearMatrix hinge_joint = LinearMatrix::Identity;
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hinge_joint = jointPointer->GetHinge();
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t2.Invert(hinge_joint);
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segmentToParent.Multiply(t1,t2);
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}
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break;
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case Joint::BallTranslationJointType:
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{
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//
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//-------------------------------------
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// We only want to invert the rotations
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//-------------------------------------
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//
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LinearMatrix euler_angles = LinearMatrix::Identity;
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euler_angles = jointPointer->GetEulerAngles();
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segmentToParent.Invert(euler_angles);
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t2.Multiply(t1,segmentToParent);
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t1 = LinearMatrix::Identity;
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t1 = jointPointer->GetTranslation();
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segmentToParent.Multiply(t2,t1);
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}
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break;
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}
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}
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}
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return segmentToParent;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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const LinearMatrix&
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EntitySegment::GetSegmentToEntity()
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{
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Check(this);
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//
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//---------------------------------------------------------------------
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// Recalculate the segment to entity transform if something has changed
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//---------------------------------------------------------------------
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//
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if (segmentModified && parentSegment)
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{
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Check(parentSegment);
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segmentToEntity.Multiply(
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GetSegmentToParent(),
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parentSegment->GetSegmentToEntity()
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);
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ModifySegment(False);
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}
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return segmentToEntity;
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}
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