port 2A step 4: platform skeleton + rest of the 2V3 header closure
- Mirror the remaining non-Python 2V3 closure headers (98 more, 173 total): EffectLib, EterGrnLib, SpeedTreeLib, SphereLib, PRTerrainLib, EterImageLib, EterBase/Poly, cipher/tea, EterLib Grp*/IME/Input/MSWindow/StateManager, GameLib actor/map/race headers, EterPack. - SDK shims: granny.h, SpeedTreeRT.h, imm.h, Dimm.h (the SDK MIDL header, not mirrored), dinput/d3dx8 additions; D3D8 render-state enums, FVF macros and the COM resource hierarchy; more Win32 GDI/handle types with layout static_asserts. - PORT edits for MSVC-permissive code (typename, friend visibility, <algorithm>, pointer→uintptr_t) and PRTerrainLib/StdAfx.h dropping the ScriptLib/Python include. - port_logic links the vendored cryptopp/minilzo. - extension/src/platform: port_platform target with 103 generated stub files (1917 function stubs, 146 static members) from the new platform_stub.py (clang -ast-dump-filter); MT_PLATFORM_STUB() marks every unimplemented body. libmtgodot links port_platform and port_gate.sh builds it. Gate: macOS, Android, iOS, Windows (mingw) PASS; Linux BLOCKED (no toolchain). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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// Platform skeleton for EterLib/GrpMath.h (40250 EterLib/GrpMath.cpp), generated by platform_stub.py.
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// Every MT_PLATFORM_STUB() body is unimplemented: replace it with the platform implementation.
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#include "EterLib/StdAfx.h"
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#include "EterLib/GrpMath.h"
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#include "../PlatformStub.h"
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auto CrossProduct2D(float, float, float, float) -> float
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<float>();
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}
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auto IsInTriangle2D(float, float, float, float, float, float, float, float) -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto D3DXVec3Rotation(D3DXVECTOR3 *, const D3DXVECTOR3 *, const D3DXQUATERNION *) -> D3DXVECTOR3 *
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<D3DXVECTOR3 *>();
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}
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auto D3DXVec3Translation(D3DXVECTOR3 *, const D3DXVECTOR3 *, const D3DXVECTOR3 *) -> D3DXVECTOR3 *
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<D3DXVECTOR3 *>();
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}
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auto GetRotationFromMatrix(D3DXVECTOR3 *, const D3DXMATRIX *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto GetPivotAndRotationFromMatrix(D3DXMATRIX *, D3DXVECTOR3 *, D3DXVECTOR3 *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto ExtractMovement(D3DXMATRIX *, D3DXMATRIX *) -> void
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{
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MT_PLATFORM_STUB();
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}
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