Files
TeslaRel410/restoration/source410/MUNGA/RAY.CPP
T
CydandClaude Fable 5 5b35eb973c 4.10 reconstruction: BTL4OPT.EXE links clean and BOOTS to the first staged brick
The reconstructed tree now produces a runnable binary with the authentic
1995 toolchain (BC4.52 / tlink32 / DPMI32):

- BTL4.CPP main TU reconstructed from the 4.11 Ghidra decomp (FUN_0040109c)
  + the 4.10 binary's own string pool + surviving RPL4TOOL.CPP house style;
  probe_main.cpp scaffold retired (BTL4.NOTES.md documents every decoded call)
- L4NET.CPP staged: L4NetworkManager ctor/dtor + 10 vtable-pulled virtuals
  (standalone-benign ones no-op, network ones Fail loudly) + NetNub client
  globals (Net_Common_Ptr=NULL routes L4File to its plain-DOS path)
- build410.sh: libs now built in the AUTHENTIC makefile member order
  (MUNGA.MAK / mungal4.mak / BT.MAK / BTL4.MAK). Order is load-bearing:
  tlink emits static-init records in module pull order, and alphabetical
  order booted into a null-vptr crash (IcomManager::ClassDerivations
  constructing before parent NetworkClient::ClassDerivations). Also fixed
  stage_link to the proven 32-bit lib set (SOSDBXC+SOSMBXC, no WATTCPLG)
- BOXTREE.HPP MemoryBlock unify, BTL4GRND notify stubs, remaining engine
  backfills (audio/gauge/resource/stream TUs) that closed the deep ledger

Smoke test (DOSBox-X + 32RTM, copy of the pod BT tree, our exe swapped in):
  BattleTech v4.10
  BTL4Application::BTL4Application
  l4net.cpp(22): L4NetworkManager -- l4net.cpp not yet reconstructed
Static init, main, -egg parse, BTL4.RES load (version 1.0.6 check passes),
ApplicationManager and the BTL4Application ctor chain all execute real
reconstructed code; boot halts at the first staged Fail() as designed.
Next brick: the real l4net.cpp body.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 19:05:53 -05:00

177 lines
5.3 KiB
C++

# if !defined(MUNGA_HPP)
# include <munga.hpp>
# endif
#pragma hdrstop
# if !defined(RAY_HPP)
# include <ray.hpp>
# endif
# if !defined(PLANE_HPP)
# include <plane.hpp>
# endif
# if !defined(SPHERE_HPP)
# include <sphere.hpp>
# endif
//
//#############################################################################
//#############################################################################
//
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