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>
150 lines
3.7 KiB
C++
150 lines
3.7 KiB
C++
//===========================================================================//
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// File: point.hh //
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// Project: MUNGA Brick: Math Library //
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// Contents: Interface specification of the point 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, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(POINT2D_HPP)
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# define POINT2D_HPP
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# if !defined(VECTOR3D_HPP)
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# include <vector3d.hpp>
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# endif
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# if !defined(VECTOR4D_HPP)
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# include <vector4d.hpp>
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# endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Point2D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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template <class T> class Point2DOf:
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public Vector2DOf<T>
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{
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public:
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//
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// Constructors
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//
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Point2DOf()
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{}
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Point2DOf(
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T x,
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T y
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):
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Vector2DOf<T>(x,y)
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{}
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Point2DOf(const Vector2DOf<T> &v):
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Vector2DOf<T>(v)
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{}
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//
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// Assignment operators
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//
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Point2DOf<T>& operator=(const Vector2DOf<T>& v)
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{Vector2DOf<T>::operator=(v); return *this;}
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//
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// Math operators
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//
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Point2DOf<T>&
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Negate(const Vector2DOf<T> &v)
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{Vector2DOf<T>::Negate(v); return *this;}
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Point2DOf<T>&
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Add(
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const Vector2DOf<T>& v1,
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const Vector2DOf<T>& v2
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)
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{Vector2DOf<T>::Add(v1,v2); return *this;}
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Point2DOf<T>&
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operator+=(const Vector2DOf<T>& v)
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{return Add(*this,v);}
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Point2DOf<T>&
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Subtract(
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const Point2DOf<T>& p,
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const Vector2DOf<T>& v
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)
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{Vector2DOf<T>::Subtract(p,v); return *this;}
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Point2DOf<T>&
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operator-=(const Vector2DOf<T>& v)
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{return Subtract(*this,v);}
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float
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operator*(const Vector2DOf<T>& v) const
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{return Vector2DOf<T>::operator*(v);}
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Point2DOf<T>&
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Multiply(
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const Point2DOf<T>& p,
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float scale
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)
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{Vector2DOf<T>::Multiply(p,scale); return *this;}
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Point2DOf<T>&
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operator*=(float value)
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{return Multiply(*this,value);}
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Point2DOf<T>&
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Multiply(
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const Point2DOf<T>& p,
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const Vector2DOf<T>& v
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)
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{Vector2DOf<T>::Multiply(p,v); return *this;}
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Point2DOf<T>&
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operator*=(const Vector2DOf<T> &v)
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{return Multiply(*this,v);}
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Point2DOf<T>&
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Divide(
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const Vector2DOf<T>& v,
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float scale
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)
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{Vector2DOf<T>::Divide(v,scale); return *this;}
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Point2DOf<T>&
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operator/=(float value)
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{return Divide(*this,value);}
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Point2DOf<T>&
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Divide(
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const Vector2DOf<T>& v1,
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const Vector2DOf<T>& v2
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)
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{Vector2DOf<T>::Divide(v1,v2); return *this;}
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Point2DOf<T>&
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operator/=(const Vector2DOf<T> &v)
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{return Divide(*this,v);}
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//
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// Miscellaneous functions
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//
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Point2DOf<T>&
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Combine(
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const Vector2DOf<T>& v1,
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float t1,
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const Vector2DOf<T>& v2,
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float t2
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)
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{Vector2DOf<T>::Combine(v1,t1,v2,t2); return *this;}
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//
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// Template support functions
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//
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Point2DOf<T>&
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Lerp(
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const Vector2DOf<T>& v1,
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const Vector2DOf<T>& v2,
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float t
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)
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{Vector2DOf<T>::Lerp(v1,v2,t); return *this;}
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};
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#endif
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