Initial import of Red Planet v4.10 Win32 source

Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-06-30 07:59:51 -05:00
co-authored by Claude Opus 4.8
commit 4abbf8879f
551 changed files with 254956 additions and 0 deletions
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#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