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>
This commit is contained in:
@@ -0,0 +1,168 @@
|
||||
#include "munga.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "ray.h"
|
||||
#include "plane.h"
|
||||
#include "sphere.h"
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
void Ray::Project(Scalar length, Point3D *result)
|
||||
{
|
||||
Check(this);
|
||||
Check(result);
|
||||
|
||||
Vector3D temp;
|
||||
|
||||
temp.Multiply(direction,length);
|
||||
result->Add(origin,temp);
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
Scalar Ray::LengthToClosestPointTo(const Point3D &point)
|
||||
{
|
||||
Check(this);
|
||||
Check(&point);
|
||||
|
||||
Vector3D temp;
|
||||
|
||||
temp.Subtract(point,origin);
|
||||
return temp*direction;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
Scalar Ray::DistanceTo(const Plane &plane, Scalar *product) const
|
||||
{
|
||||
Scalar t;
|
||||
|
||||
//
|
||||
//------------------------------------------------------------------
|
||||
// Compute the dot product of the ray and plane normal, and find the
|
||||
// distance from the origin of the ray to the plane
|
||||
//------------------------------------------------------------------
|
||||
//
|
||||
*product = plane.normal * direction;
|
||||
t = plane.DistanceTo(origin);
|
||||
|
||||
//
|
||||
//----------------------------------------------------------------------
|
||||
// If the ray is not parallel to the plane, determine how far to proceed
|
||||
// along the ray until we hit the plane
|
||||
//----------------------------------------------------------------------
|
||||
//
|
||||
if (!Small_Enough(*product))
|
||||
t /= -*product;
|
||||
return t;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
Scalar Ray::DistanceTo(const Sphere &sphere, Scalar *penetration) const
|
||||
{
|
||||
Scalar b, c;
|
||||
Vector3D temp;
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------------------
|
||||
// Set up to solve a quadratic equation for the intersection of the ray and
|
||||
// sphere. The solution is based on finding the closest point on the line
|
||||
// to the sphere, and then calculating the interval between the entry and
|
||||
// exit points of the ray
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
temp.Subtract(origin,sphere.center);
|
||||
b = 2.0f * (direction * temp);
|
||||
c = temp.LengthSquared() - sphere.radius*sphere.radius;
|
||||
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
// Compute the squared interval to use for the solution. If it is negative,
|
||||
// then the ray misses the sphere
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
*penetration = b*b - 4.0f*c;
|
||||
if (*penetration<SMALL)
|
||||
return 0.0f;
|
||||
else
|
||||
{
|
||||
//-------------------------------------------------------------------------
|
||||
// Otherwise, find the linear distance along the line of the entry point by
|
||||
// subtracting half the interval between entry and exit points from the
|
||||
// distance to the closest point on the sphere
|
||||
//-------------------------------------------------------------------------
|
||||
*penetration = Sqrt(*penetration);
|
||||
return -0.5f*(b+*penetration);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
Logical Ray::TestInstance() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
Scalar Find_Closest_Approach(const Point3D& origin1, const Vector3D& velocity1, Point3D *result1, const Point3D& origin2, const Vector3D& velocity2, Point3D *result2, Scalar *time, Logical *constant)
|
||||
{
|
||||
Vector3D a,b;
|
||||
a.Subtract(origin1, origin2);
|
||||
b.Subtract(velocity1, velocity2);
|
||||
|
||||
//
|
||||
//--------------------------------------------------------------------
|
||||
// If the velocities are identical, any point will do for the test, so
|
||||
// simply return the difference between the starting points
|
||||
//--------------------------------------------------------------------
|
||||
//
|
||||
Scalar d = b.LengthSquared();
|
||||
if (Small_Enough(d))
|
||||
{
|
||||
*constant = True;
|
||||
d = a.Length();
|
||||
Check_Fpu();
|
||||
return d;
|
||||
}
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------------------
|
||||
// The velocities are not parallel, so figure out when the closest approach
|
||||
// is via the derivative
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
*constant = False;
|
||||
*time = (a * b) / -d;
|
||||
Check_Fpu();
|
||||
|
||||
//
|
||||
//------------------------------------------------------
|
||||
// Now, plot the resultant points of both line equations
|
||||
//------------------------------------------------------
|
||||
//
|
||||
Vector3D closest;
|
||||
closest.AddScaled(a, b, *time);
|
||||
result1->AddScaled(origin1, velocity1, *time);
|
||||
result2->AddScaled(origin2, velocity2, *time);
|
||||
d = closest.Length();
|
||||
Check_Fpu();
|
||||
return d;
|
||||
}
|
||||
|
||||
#if defined(TEST_CLASS)
|
||||
# include "ray.tcp"
|
||||
#endif
|
||||
Reference in New Issue
Block a user