Files
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

119 lines
3.0 KiB
C++

#pragma once
#include "affnmtrx.h"
#include "unitvec.h"
#include "rotation.h"
class LinearMatrix : public AffineMatrix
{
public:
static const LinearMatrix Identity;
LinearMatrix() { BuildIdentity(); }
LinearMatrix(int) { BuildIdentity(); }
LinearMatrix& operator=(const LinearMatrix &m) { AffineMatrix::operator=(m); return *this; }
LinearMatrix& operator=(const Origin &p) { AffineMatrix::operator=(p); return *this; }
LinearMatrix& operator=(const Hinge &hinge) { AffineMatrix::operator=(hinge); return *this; }
LinearMatrix& operator=(const EulerAngles &angles) { AffineMatrix::operator=(angles); return *this; }
LinearMatrix& operator=(const YawPitchRoll &angles) { AffineMatrix::operator=(angles); return *this; }
LinearMatrix& operator=(const Quaternion &q) { AffineMatrix::operator=(q); return *this; }
LinearMatrix& operator=(const Point3D &p) { AffineMatrix::operator=(p); return *this; }
LinearMatrix& operator=(const AffineMatrix &m);
LinearMatrix& operator=(const Matrix4x4 &m);
LinearMatrix& operator=(const TransposedMatrix &m);
void GetFromAxis(size_t index, UnitVector *v) const { AffineMatrix::GetFromAxis(index, v); }
void GetToAxis(size_t index, UnitVector *v) const { AffineMatrix::GetToAxis(index, v); }
LinearMatrix& SetFromAxis(size_t index, const UnitVector &v)
{
AffineMatrix::SetFromAxis(index, v);
return *this;
}
LinearMatrix& SetToAxis(size_t index, const UnitVector &v)
{
AffineMatrix::SetToAxis(index, v);
return *this;
}
LinearMatrix& Multiply(const LinearMatrix& m1, const LinearMatrix& m2)
{
AffineMatrix::Multiply(m1, m2);
return *this;
}
LinearMatrix& operator*=(const LinearMatrix& M)
{
LinearMatrix src(*this);
return Multiply(src, M);
}
LinearMatrix& Invert(const LinearMatrix& Source);
LinearMatrix& Invert()
{
LinearMatrix src(*this);
return Invert(src);
}
LinearMatrix& Multiply(const LinearMatrix &m, const Quaternion &q)
{
Check_Pointer(this);
Check(&m);
Check(&q);
AffineMatrix::Multiply(m, q);
return *this;
}
LinearMatrix& operator*=(const Quaternion &q)
{
Check(this);
LinearMatrix m(*this);
return Multiply(m, q);
}
LinearMatrix& Multiply(const LinearMatrix &m, const Point3D &p)
{
Check_Pointer(this);
Check(&m);
Check(&p);
AffineMatrix::Multiply(m, p);
return *this;
}
LinearMatrix& operator*=(const Point3D& p)
{
Check(this);
LinearMatrix m(*this);
return Multiply(m, p);
}
LinearMatrix& Normalize();
Logical TestInstance() const;
static Logical TestClass();
private:
LinearMatrix& Solve();
};
inline UnitVector& UnitVector::Multiply(const UnitVector &v, const LinearMatrix &m)
{
Check(&v);
Vector3D::Multiply(v, m);
return *this;
}
inline UnitVector& UnitVector::operator *=(const LinearMatrix &m)
{
UnitVector src(*this);
return Multiply(src, m);
}
inline Quaternion& Quaternion::Multiply(const Quaternion &q, const LinearMatrix &m)
{
Cast_Object(Vector3D*, this)->Multiply(SKIPPY_CAST(Vector3D, q), m);
return *this;
}
inline Quaternion& Quaternion::operator *=(const LinearMatrix &m)
{
Quaternion t(*this);
return Multiply(t, m);
}