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>
126 lines
2.3 KiB
C++
126 lines
2.3 KiB
C++
#pragma once
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#include "vector3d.h"
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class Origin;
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class Vector4D;
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class AffineMatrix;
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class Point3D : public Vector3D
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{
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public:
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static const Point3D Identity;
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Point3D() {}
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Point3D(Scalar x, Scalar y, Scalar z) : Vector3D(x, y, z) {}
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Point3D& operator=(const Vector3D& v)
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{
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Vector3D::operator =(v);
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return *this;
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}
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Point3D& operator=(const Vector4D& v);
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Point3D& operator=(const Origin &p);
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Point3D& operator=(const AffineMatrix &matrix);
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Point3D& Negate(const Vector3D &v)
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{
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Vector3D::Negate(v);
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return *this;
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}
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Point3D& Add(const Vector3D& v1, const Vector3D& v2)
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{
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Vector3D::Add(v1, v2);
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return *this;
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}
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Point3D& operator+=(const Vector3D& v)
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{
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return Add(*this, v);
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}
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Point3D& Subtract(const Point3D& p, const Vector3D& v)
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{
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Vector3D::Subtract(p, v);
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return *this;
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}
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Point3D& operator-=(const Vector3D& v)
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{
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return Subtract(*this, v);
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}
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Scalar operator*(const Vector3D& v) const
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{
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return Vector3D::operator*(v);
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}
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Point3D& Multiply(const Point3D& p, Scalar scale)
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{
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Vector3D::Multiply(p, scale);
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return *this;
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}
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Point3D& operator *=(Scalar value)
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{
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return Multiply(*this, value);
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}
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Point3D& Multiply(const Point3D& p, const Vector3D& v)
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{
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Vector3D::Multiply(p, v);
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return *this;
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}
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Point3D& operator*=(const Vector3D &v)
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{
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return Multiply(*this, v);
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}
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Point3D& Divide(const Vector3D& v, Scalar scale)
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{
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Vector3D::Divide(v, scale);
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return *this;
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}
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Point3D& Divide(const Vector3D& v1, const Vector3D& v2)
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{
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Vector3D::Divide(v1, v2);
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return *this;
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}
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Point3D& operator/=(const Vector3D &v)
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{
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return Divide(*this, v);
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}
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Point3D& Multiply(const Vector3D &v, const AffineMatrix &m)
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{
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Vector3D::Multiply(v, m);
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return *this;
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}
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Point3D& Multiply(const Point3D &p, const AffineMatrix &m);
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Point3D& operator*=(const AffineMatrix &m)
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{
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Point3D src(*this);
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return Multiply(src, m);
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}
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Point3D& MultiplyByInverse(const Vector3D &v, const LinearMatrix &m)
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{
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Vector3D::MultiplyByInverse(v, m);
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return *this;
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}
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Point3D& MultiplyByInverse(const Point3D &p, const LinearMatrix &m);
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Point3D& Combine(const Vector3D& v1, Scalar t1, const Vector3D& v2, Scalar t2)
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{
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Vector3D::Combine(v1, t1, v2, t2);
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return *this;
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}
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Point3D& Lerp(const Vector3D& v1, const Vector3D& v2, Scalar t)
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{
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Vector3D::Lerp(v1, v2, t);
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return *this;
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}
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static Logical TestClass();
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};
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#include "affnmtrx.h" |