Files
BT412/engine/MUNGA/LINE.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

34 lines
752 B
C++

#pragma once
#include "ray.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Line3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Line : public Ray
{
public:
Scalar length;
Line() {}
Line(const Ray &ray, Scalar length) : Ray(ray), length(length) {}
Line(const Point3D &start, const UnitVector &direction, Scalar length) : Ray(start,direction), length(length) {}
void FindEnd(Point3D *result)
{
Check(this);
Check_Pointer(result);
Ray::Project(length, result);
}
//
// Assignment operators
//
Line& operator=(const Vector3D &vector);
Line& operator=(const Point3D &point);
//
// Ray intersection functions
//
Scalar DistanceTo(const Plane &plane, Scalar *product) const;
Scalar DistanceTo(const Sphere &sphere, Scalar *penetration) const;
};