Files
BT411/engine/MUNGA/VECTOR3D.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

268 lines
5.8 KiB
C++

#pragma once
#include <ostream>
#include "memstrm.h"
#include "scalar.h"
class AbstractVector3D;
class Vector3D;
class LBE3Vector3D;
class TIVector3D;
class AffineMatrix;
class LinearMatrix;
class Matrix4x4;
class Point3D;
enum Axes
{
X_Axis,
Y_Axis,
Z_Axis,
W_Axis
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ AbstractVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class AbstractVector3D
{
public:
Scalar x, y , z;
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile AbstractVector3D *p);
#endif
AbstractVector3D& operator = (const AbstractVector3D& v);
friend Logical Small_Enough(const AbstractVector3D &v, Scalar e=SMALL);
Logical operator ! () const { return Small_Enough(*this, SMALL); }
friend Logical Close_Enough(const AbstractVector3D &v1, const AbstractVector3D &v2, Scalar e=SMALL);
Logical operator == (const AbstractVector3D& v) const { return Close_Enough(*this, v, SMALL); }
Logical operator != (const AbstractVector3D& v) const { return !Close_Enough(*this,v,SMALL); }
Logical TestInstance() const;
protected:
AbstractVector3D() {}
AbstractVector3D(Scalar x, Scalar y, Scalar z) : x(x), y(y), z(z) {}
};
inline MemoryStream& MemoryStream_Read(MemoryStream* stream, AbstractVector3D *output)
{
return stream->ReadBytes(output, sizeof(*output));
}
inline MemoryStream& MemoryStream_Write(MemoryStream* stream, const AbstractVector3D *input)
{
return stream->WriteBytes(input, sizeof(*input));
}
class LBE3Vector3D;
class TIVector3D;
class AffineMatrix;
class LinearMatrix;
class Matrix4x4;
class Point3D;
class Vector3D : public AbstractVector3D
{
public:
static const Vector3D Identity;
//
// Constructors
//
Vector3D() {}
Vector3D(Scalar x, Scalar y, Scalar z) : AbstractVector3D(x,y,z) {}
//
// Assignment operators
//
Vector3D& operator = (const Vector3D &vector)
{
AbstractVector3D::operator=(vector);
return *this;
}
Vector3D& operator = (const LBE3Vector3D &vector);
Vector3D& operator = (const TIVector3D &vector);
// Comparison operator (for sorting by length, GDU 1/26/96)
Logical operator > (const Vector3D &v) const
{
return LengthSquared() > v.LengthSquared();
}
Logical operator < (const Vector3D &v) const
{
return LengthSquared() < v.LengthSquared();
}
//
// Indexing operations
//
const Scalar& operator[](size_t index) const
{
Warn(index>Z_Axis);
return (&x)[index];
}
Scalar& operator[](size_t index)
{
Warn(index>Z_Axis);
return (&x)[index];
}
//
// The following operators all assume that this points to the destination
// of the operation results
//
Vector3D& Negate(const Vector3D &v);
Vector3D& Add(const Vector3D& v1, const Vector3D& v2);
Vector3D& AddScaled(const Vector3D& v1, const Vector3D& v2, Scalar scale);
Vector3D& operator+=(const Vector3D& v) { return Add(*this,v); }
Vector3D& Subtract(const Vector3D& v1, const Vector3D& v2);
Vector3D& operator -= (const Vector3D& v) { return Subtract(*this,v); }
Scalar operator * (const Vector3D& v) const
{
Check(this);
Check(&v);
return x * v.x + y * v.y + z * v.z;
}
Vector3D& Cross(const Vector3D& v1, const Vector3D& v2);
Vector3D& Multiply(const Vector3D& v, Scalar Scale);
Vector3D& operator *= (Scalar v)
{
return Multiply(*this, v);
}
Vector3D& Multiply(const Vector3D& v1, const Vector3D& v2);
Vector3D& operator *= (const Vector3D &v)
{
return Multiply(*this, v);
}
Vector3D& Divide(const Vector3D& v, Scalar scale);
Vector3D& operator /= (Scalar v)
{
return Divide(*this,v);
}
Vector3D& Divide(const Vector3D& v1, const Vector3D& v2);
Vector3D& operator /= (const Vector3D &v)
{
return Divide(*this, v);
}
//
// Transform operators
//
Vector3D& Multiply(const Vector3D &v, const AffineMatrix &m);
Vector3D& operator *= (const AffineMatrix &m)
{
Vector3D src(*this);
return Multiply(src, m);
}
Vector3D& MultiplyByInverse(const Vector3D &v, const LinearMatrix &m);
//
// Miscellaneous functions
//
Scalar LengthSquared() const
{
Check(this);
return x * x + y * y + z * z;
}
Scalar Length() const
{
return sqrt(LengthSquared());
}
Vector3D& Normalize(const Vector3D &v);
Vector3D& Combine(const Vector3D& v1, Scalar t1, const Vector3D& v2, Scalar t2);
//
// Template support
//
Vector3D& Lerp(const Vector3D& v1, const Vector3D& v2, Scalar t)
{
return Combine(v1, 1.0f - t, v2, t);
}
//
// Support functions
//
friend std::ostream& operator << (std::ostream& stream, const Vector3D& v);
static Logical TestClass();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector3D functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Convert_From_Ascii(const char *str, Vector3D *vector_3D);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ LBE3Vector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LBE3Vector3D : public AbstractVector3D
{
public:
//
// Constructors
//
LBE3Vector3D() {}
LBE3Vector3D(Scalar x, Scalar y, Scalar z) : AbstractVector3D(x, y, z) {}
//
// Assignment operators
//
LBE3Vector3D& operator = (const LBE3Vector3D &vector)
{
Check_Pointer(this);
Check(&vector);
AbstractVector3D::operator=(vector);
return *this;
}
LBE3Vector3D& operator = (const Vector3D& vector);
LBE3Vector3D& operator = (const TIVector3D &vector);
//
// Support functions
//
friend std::ostream& operator << (std::ostream &stream, const LBE3Vector3D &vector);
static Logical TestClass();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TIVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class TIVector3D : public AbstractVector3D
{
public:
//
// Constructors
//
TIVector3D() {}
TIVector3D(Scalar x, Scalar y, Scalar z) : AbstractVector3D(x,y,z) {}
//
// Assignment operators
//
TIVector3D& operator = (const TIVector3D &vector)
{
AbstractVector3D::operator=(vector);
return *this;
}
TIVector3D& operator = (const Vector3D &vector);
TIVector3D& operator = (const LBE3Vector3D &vector);
//
// Support functions
//
friend std::ostream& operator << (std::ostream &stream, const TIVector3D &vector);
static Logical TestClass();
};