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