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>
65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
#pragma once
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#include "vector3d.h"
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class LinearMatrix;
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class UnitVector : public Vector3D
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{
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public:
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UnitVector() {}
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UnitVector(Scalar x, Scalar y, Scalar z) : Vector3D(x, y, z) {}
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UnitVector& operator=(const UnitVector &vector)
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{
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Check(&vector);
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Vector3D::operator=(vector);
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return *this;
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}
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UnitVector& operator=(const Vector3D& v)
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{
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Vector3D::Normalize(v);
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return *this;
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}
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UnitVector& Negate(const UnitVector &v)
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{
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Check(&v);
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Vector3D::Negate(v);
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return *this;
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}
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Scalar operator*(const Vector3D& v) const { return Vector3D::operator*(v); }
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UnitVector& Multiply(const UnitVector &v, const LinearMatrix &m);
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UnitVector& operator*=(const LinearMatrix &m);
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UnitVector& MultiplyByInverse(const UnitVector &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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UnitVector& Lerp(const UnitVector& v1, const UnitVector& v2, Scalar t);
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Logical TestInstance() const;
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static Logical TestClass();
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private:
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static const UnitVector identity;
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UnitVector& Negate(const Vector3D &V);
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UnitVector& Add(const Vector3D& V1,const Vector3D& V2);
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UnitVector& operator+=(const Vector3D& V);
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UnitVector& Subtract(const Vector3D& V1,const Vector3D& V2);
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UnitVector& operator-=(const Vector3D& V);
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UnitVector& Cross(const Vector3D& V1,const Vector3D& V2);
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UnitVector& Multiply(const Vector3D& V,Scalar Scale);
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UnitVector& operator*=(Scalar Value);
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UnitVector& Multiply(const Vector3D& V1,const Vector3D& V2);
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UnitVector& operator*=(const Vector3D &V);
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UnitVector& Multiply(const Vector3D &Source, const AffineMatrix &M);
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UnitVector& MultiplyByInverse(const Vector3D &Source, const LinearMatrix &M);
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UnitVector& Divide(const Vector3D& V,Scalar Scale);
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UnitVector& operator/=(Scalar Value);
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UnitVector& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
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};
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