Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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//===========================================================================//
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// File: origin.tst //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for the position class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/19/94 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(LINMTRX_HPP)
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#include <linmtrx.hpp>
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#endif
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//
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//###########################################################################
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//###########################################################################
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//
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Logical
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Origin::TestClass()
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{
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DEBUG_STREAM << "Starting Origin test...\n";
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Point3D p(1.0f,2.0f,3.0f);
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Quaternion q(0.0f, 1.0f, 0.0f, 0.0f);
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Quaternion r;
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r = q;
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const Origin
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a(p,r);
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Origin
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b;
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Quaternion t;
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t = a.angularPosition;
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Test(
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a.linearPosition == p
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&& t.x == q.x
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&& t.w == q.w
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);
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LinearMatrix
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m;
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m = a;
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b = m;
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t = b;
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Test(
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a.linearPosition == b.linearPosition
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&& t.y == q.y
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);
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b = Point3D(3.0f,2.0f,1.0f);
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p = b;
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Test(p == Point3D(3.0f,2.0f,1.0f));
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Quaternion s(1.0f, 0.0f, 0.0f, 0.0f);
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b = s;
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q = b;
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Test(q.x == s.x && q.y == s.y && q.z == s.z && q.w == s.w);
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return True;
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}
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