Files
RP412/MUNGA/ORIGIN.h
T
CydandClaude Opus 4.8 4abbf8879f 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>
2026-06-30 07:59:51 -05:00

81 lines
1.7 KiB
C++

#pragma once
#include "point3d.h"
#include "rotation.h"
class Motion;
class Origin
{
#if defined(USE_SIGNATURE)
friend int Is_Signature_Bad(const volatile Origin *);
#endif
public:
Point3D linearPosition;
Quaternion angularPosition;
static const Origin Identity;
Origin() {}
Origin(const Point3D &t, const EulerAngles& q)
{
Check(&t);
Check(&q);
linearPosition = t;
angularPosition = q;
}
Origin(const Point3D &t, const Quaternion& q)
{
Check(&t);
Check(&q);
linearPosition = t;
angularPosition = q;
}
Origin(const LinearMatrix &matrix);
Origin& operator=(const Origin& p);
Origin& operator=(const Point3D& p)
{
Check_Pointer(this);
Check(&p);
linearPosition = p;
return *this;
}
Origin& operator=(const EulerAngles& q)
{
Check_Pointer(this);
Check(&q);
angularPosition = q;
return *this;
}
Origin& operator=(const YawPitchRoll& q)
{
Check_Pointer(this);
Check(&q);
angularPosition = q;
return *this;
}
Origin& operator=(const Quaternion& q)
{
Check_Pointer(this);
Check(&q);
angularPosition = q;
return *this;
}
Origin& operator=(const LinearMatrix &m);
Logical operator==(const Origin&) const;
Origin& AddScaled(const Origin& source, const Motion& delta, Scalar t);
Origin& Lerp(const Origin& start, const Origin& end, Scalar t);
friend std::ostream& operator<<(std::ostream& stream, const Origin& p);
Logical TestInstance() const;
static Logical TestClass();
};
inline Point3D& Point3D::operator=(const Origin& p) { return operator=(p.linearPosition); }
inline EulerAngles& EulerAngles::operator=(const Origin& p) { return operator=(p.angularPosition); }
inline Quaternion& Quaternion::operator=(const Origin& p) { return operator=(p.angularPosition); }