Files
RP412/MUNGA/NORMAL.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

72 lines
1.9 KiB
C++

#pragma once
#include "unitvec.h"
class Normal : public UnitVector
{
public:
Normal() {}
Normal(Scalar x, Scalar y, Scalar z) : UnitVector(x,y,z) {}
Normal(const UnitVector& v) : UnitVector(v) {}
Normal& operator=(const UnitVector& v)
{
UnitVector::operator=(v);
return *this;
}
Normal& operator=(const Vector3D& v)
{
Normalize(v);
return *this;
}
Normal& Negate(const Normal &v)
{
Vector3D::Negate(v);
return *this;
}
Scalar operator*(const Vector3D& v) const
{
return Vector3D::operator*(v);
}
Normal& Multiply(const Normal &n, const LinearMatrix &m)
{
UnitVector::Multiply(n,m);
return *this;
}
Normal& operator*=(const LinearMatrix &M)
{
Normal src(*this);
return Multiply(src,M);
}
//
// These functions will cause the vector to lose its unit length, thus
// cause any downstream verifies to fail. We have to be able to only
// normalize the normal once after all transformations if these are to
// be of any benefit, so don't use them for now
Normal& Multiply_Inverse(const Normal &Source, const AffineMatrix &M);
Normal& Multiply(const Normal &Source, const AffineMatrix &M);
static Logical TestClass();
private:
static const Normal identity;
Normal& Negate(const Vector3D &V);
Normal& Add(const Vector3D& V1,const Vector3D& V2);
Normal& operator+=(const Vector3D& V);
Normal& Subtract(const Vector3D& V1,const Vector3D& V2);
Normal& operator-=(const Vector3D& V);
Normal& Cross(const Vector3D& V1,const Vector3D& V2);
Normal& Multiply(const Vector3D& V,Scalar Scale);
Normal& operator*=(Scalar Value);
Normal& Multiply(const Vector3D& V1,const Vector3D& V2);
Normal& operator*=(const Vector3D &V);
Normal& Multiply(const Vector3D &Source, const AffineMatrix &M);
Normal& operator*=(const AffineMatrix &M);
Normal& Divide(const Vector3D& V,Scalar Scale);
Normal& operator/=(Scalar Value);
Normal& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
};