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>
268 lines
5.8 KiB
C++
268 lines
5.8 KiB
C++
#pragma once
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#include <ostream>
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#include "memstrm.h"
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#include "scalar.h"
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class AbstractVector3D;
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class Vector3D;
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class LBE3Vector3D;
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class TIVector3D;
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class AffineMatrix;
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class LinearMatrix;
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class Matrix4x4;
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class Point3D;
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enum Axes
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{
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X_Axis,
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Y_Axis,
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Z_Axis,
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W_Axis
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~ AbstractVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class AbstractVector3D
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{
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public:
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Scalar x, y , z;
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#if defined(USE_SIGNATURE)
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friend int Is_Signature_Bad(const volatile AbstractVector3D *p);
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#endif
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AbstractVector3D& operator = (const AbstractVector3D& v);
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friend Logical Small_Enough(const AbstractVector3D &v, Scalar e=SMALL);
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Logical operator ! () const { return Small_Enough(*this, SMALL); }
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friend Logical Close_Enough(const AbstractVector3D &v1, const AbstractVector3D &v2, Scalar e=SMALL);
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Logical operator == (const AbstractVector3D& v) const { return Close_Enough(*this, v, SMALL); }
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Logical operator != (const AbstractVector3D& v) const { return !Close_Enough(*this,v,SMALL); }
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Logical TestInstance() const;
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protected:
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AbstractVector3D() {}
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AbstractVector3D(Scalar x, Scalar y, Scalar z) : x(x), y(y), z(z) {}
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};
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inline MemoryStream& MemoryStream_Read(MemoryStream* stream, AbstractVector3D *output)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream& MemoryStream_Write(MemoryStream* stream, const AbstractVector3D *input)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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class LBE3Vector3D;
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class TIVector3D;
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class AffineMatrix;
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class LinearMatrix;
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class Matrix4x4;
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class Point3D;
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class Vector3D : public AbstractVector3D
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{
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public:
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static const Vector3D Identity;
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//
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// Constructors
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//
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Vector3D() {}
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Vector3D(Scalar x, Scalar y, Scalar z) : AbstractVector3D(x,y,z) {}
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//
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// Assignment operators
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//
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Vector3D& operator = (const Vector3D &vector)
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{
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AbstractVector3D::operator=(vector);
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return *this;
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}
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Vector3D& operator = (const LBE3Vector3D &vector);
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Vector3D& operator = (const TIVector3D &vector);
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// Comparison operator (for sorting by length, GDU 1/26/96)
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Logical operator > (const Vector3D &v) const
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{
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return LengthSquared() > v.LengthSquared();
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}
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Logical operator < (const Vector3D &v) const
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{
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return LengthSquared() < v.LengthSquared();
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}
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//
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// Indexing operations
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//
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const Scalar& operator[](size_t index) const
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{
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Warn(index>Z_Axis);
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return (&x)[index];
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}
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Scalar& operator[](size_t index)
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{
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Warn(index>Z_Axis);
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return (&x)[index];
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}
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//
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// The following operators all assume that this points to the destination
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// of the operation results
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//
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Vector3D& Negate(const Vector3D &v);
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Vector3D& Add(const Vector3D& v1, const Vector3D& v2);
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Vector3D& AddScaled(const Vector3D& v1, const Vector3D& v2, Scalar scale);
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Vector3D& operator+=(const Vector3D& v) { return Add(*this,v); }
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Vector3D& Subtract(const Vector3D& v1, const Vector3D& v2);
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Vector3D& operator -= (const Vector3D& v) { return Subtract(*this,v); }
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Scalar operator * (const Vector3D& v) const
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{
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Check(this);
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Check(&v);
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return x * v.x + y * v.y + z * v.z;
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}
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Vector3D& Cross(const Vector3D& v1, const Vector3D& v2);
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Vector3D& Multiply(const Vector3D& v, Scalar Scale);
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Vector3D& operator *= (Scalar v)
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{
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return Multiply(*this, v);
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}
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Vector3D& Multiply(const Vector3D& v1, const Vector3D& v2);
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Vector3D& operator *= (const Vector3D &v)
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{
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return Multiply(*this, v);
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}
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Vector3D& Divide(const Vector3D& v, Scalar scale);
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Vector3D& operator /= (Scalar v)
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{
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return Divide(*this,v);
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}
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Vector3D& Divide(const Vector3D& v1, const Vector3D& v2);
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Vector3D& operator /= (const Vector3D &v)
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{
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return Divide(*this, v);
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}
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//
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// Transform operators
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//
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Vector3D& Multiply(const Vector3D &v, const AffineMatrix &m);
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Vector3D& operator *= (const AffineMatrix &m)
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{
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Vector3D src(*this);
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return Multiply(src, m);
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}
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Vector3D& MultiplyByInverse(const Vector3D &v, const LinearMatrix &m);
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//
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// Miscellaneous functions
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//
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Scalar LengthSquared() const
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{
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Check(this);
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return x * x + y * y + z * z;
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}
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Scalar Length() const
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{
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return sqrt(LengthSquared());
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}
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Vector3D& Normalize(const Vector3D &v);
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Vector3D& Combine(const Vector3D& v1, Scalar t1, const Vector3D& v2, Scalar t2);
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//
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// Template support
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//
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Vector3D& Lerp(const Vector3D& v1, const Vector3D& v2, Scalar t)
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{
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return Combine(v1, 1.0f - t, v2, t);
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}
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//
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// Support functions
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//
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friend std::ostream& operator << (std::ostream& stream, const Vector3D& v);
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static Logical TestClass();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector3D functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Convert_From_Ascii(const char *str, Vector3D *vector_3D);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ LBE3Vector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LBE3Vector3D : public AbstractVector3D
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{
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public:
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//
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// Constructors
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//
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LBE3Vector3D() {}
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LBE3Vector3D(Scalar x, Scalar y, Scalar z) : AbstractVector3D(x, y, z) {}
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//
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// Assignment operators
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//
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LBE3Vector3D& operator = (const LBE3Vector3D &vector)
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{
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Check_Pointer(this);
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Check(&vector);
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AbstractVector3D::operator=(vector);
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return *this;
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}
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LBE3Vector3D& operator = (const Vector3D& vector);
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LBE3Vector3D& operator = (const TIVector3D &vector);
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//
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// Support functions
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//
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friend std::ostream& operator << (std::ostream &stream, const LBE3Vector3D &vector);
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static Logical TestClass();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TIVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class TIVector3D : public AbstractVector3D
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{
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public:
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//
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// Constructors
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//
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TIVector3D() {}
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TIVector3D(Scalar x, Scalar y, Scalar z) : AbstractVector3D(x,y,z) {}
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//
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// Assignment operators
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//
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TIVector3D& operator = (const TIVector3D &vector)
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{
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AbstractVector3D::operator=(vector);
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return *this;
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}
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TIVector3D& operator = (const Vector3D &vector);
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TIVector3D& operator = (const LBE3Vector3D &vector);
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//
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// Support functions
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//
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friend std::ostream& operator << (std::ostream &stream, const TIVector3D &vector);
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static Logical TestClass();
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};
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