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>
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#include "munga.h"
|
|
#pragma hdrstop
|
|
|
|
#include "point3d.h"
|
|
#include "linmtrx.h"
|
|
#include "vector4d.h"
|
|
|
|
const Point3D Point3D::Identity(0.0f,0.0f,0.0f);
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Point3D& Point3D::operator=(const Vector4D& v)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&v);
|
|
Verify(v.w);
|
|
|
|
x = v.x / v.w;
|
|
y = v.y / v.w;
|
|
z = v.z / v.w;
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Point3D& Point3D::Multiply(const Point3D& p,const AffineMatrix& m)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&p);
|
|
Check(&m);
|
|
|
|
x = p.x * m(0,0) + p.y * m(1,0) + p.z * m(2,0) + m(3,0);
|
|
y = p.x * m(0,1) + p.y * m(1,1) + p.z * m(2,1) + m(3,1);
|
|
z = p.x * m(0,2) + p.y * m(1,2) + p.z * m(2,2) + m(3,2);
|
|
return *this;
|
|
}
|
|
|
|
//
|
|
//###########################################################################
|
|
//###########################################################################
|
|
//
|
|
Point3D& Point3D::MultiplyByInverse(const Point3D &p, const LinearMatrix &m)
|
|
{
|
|
x = p.x * m(0,0) + p.y * m(0,1) + p.z * m(0,2) - m(3,0) * m(0,0) - m(3,1) * m(0,1) - m(3,2) * m(0,2);
|
|
y = p.x * m(1,0) + p.y * m(1,1) + p.z * m(1,2) - m(3,0) * m(1,0) - m(3,1) * m(1,1) - m(3,2) * m(1,2);
|
|
z = p.x * m(2,0) + p.y * m(2,1) + p.z * m(2,2) - m(3,0) * m(2,0) - m(3,1) * m(2,1) - m(3,2) * m(2,2);
|
|
return *this;
|
|
}
|
|
|
|
#if defined(TEST_CLASS)
|
|
#include "point3d.tcp"
|
|
#endif
|