Files
BT411/engine/MUNGA/ORIGIN.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

81 lines
1.7 KiB
C++

#pragma once
#include "point3d.h"
#include "rotation.h"
class Motion;
class Origin
{
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile Origin *);
#endif
public:
Point3D linearPosition;
Quaternion angularPosition;
static const Origin Identity;
Origin() {}
Origin(const Point3D &t, const EulerAngles& q)
{
Check(&t);
Check(&q);
linearPosition = t;
angularPosition = q;
}
Origin(const Point3D &t, const Quaternion& q)
{
Check(&t);
Check(&q);
linearPosition = t;
angularPosition = q;
}
Origin(const LinearMatrix &matrix);
Origin& operator=(const Origin& p);
Origin& operator=(const Point3D& p)
{
Check_Pointer(this);
Check(&p);
linearPosition = p;
return *this;
}
Origin& operator=(const EulerAngles& q)
{
Check_Pointer(this);
Check(&q);
angularPosition = q;
return *this;
}
Origin& operator=(const YawPitchRoll& q)
{
Check_Pointer(this);
Check(&q);
angularPosition = q;
return *this;
}
Origin& operator=(const Quaternion& q)
{
Check_Pointer(this);
Check(&q);
angularPosition = q;
return *this;
}
Origin& operator=(const LinearMatrix &m);
Logical operator==(const Origin&) const;
Origin& AddScaled(const Origin& source, const Motion& delta, Scalar t);
Origin& Lerp(const Origin& start, const Origin& end, Scalar t);
friend std::ostream& operator<<(std::ostream& stream, const Origin& p);
Logical TestInstance() const;
static Logical TestClass();
};
inline Point3D& Point3D::operator=(const Origin& p) { return operator=(p.linearPosition); }
inline EulerAngles& EulerAngles::operator=(const Origin& p) { return operator=(p.angularPosition); }
inline Quaternion& Quaternion::operator=(const Origin& p) { return operator=(p.angularPosition); }