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>
166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
//===========================================================================//
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// File: linmtrx.cc //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for the linear matrices //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/20/94 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(LINMTRX_HPP)
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# include <linmtrx.hpp>
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#endif
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#if !defined(MATRIX_HPP)
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# include <matrix.hpp>
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#endif
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#if !defined(LINMTRX_HPP)
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#include <linmtrx.hpp>
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#endif
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const LinearMatrix
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LinearMatrix::Identity(True);
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//
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//###########################################################################
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//###########################################################################
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//
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LinearMatrix&
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LinearMatrix::operator=(const AffineMatrix &m)
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{
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//
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// Make sure to test linearness on m
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//
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AffineMatrix::operator=(m);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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LinearMatrix&
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LinearMatrix::operator=(const Matrix4x4 &m)
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{
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//
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// Make sure to test linearness on m
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//
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AffineMatrix::operator=(m);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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LinearMatrix&
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LinearMatrix::operator=(const TransposedMatrix &m)
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{
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//
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// Make sure to test linearness on m
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//
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AffineMatrix::operator=(m);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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LinearMatrix&
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LinearMatrix::Invert(const LinearMatrix& Source)
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{
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//
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//-----------------------------------------
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// First, transpose the 3x3 rotation matrix
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//-----------------------------------------
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//
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(*this)(0,0) = Source(0,0);
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(*this)(0,1) = Source(1,0);
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(*this)(0,2) = Source(2,0);
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(*this)(1,0) = Source(0,1);
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(*this)(1,1) = Source(1,1);
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(*this)(1,2) = Source(2,1);
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(*this)(2,0) = Source(0,2);
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(*this)(2,1) = Source(1,2);
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(*this)(2,2) = Source(2,2);
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//
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//----------------------------
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// Now run the offsets through
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//----------------------------
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//
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(*this)(3,0) =
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-Source(3,0)*Source(0,0)
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-Source(3,1)*Source(0,1)
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-Source(3,2)*Source(0,2);
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(*this)(3,1) =
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-Source(3,0)*Source(1,0)
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-Source(3,1)*Source(1,1)
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-Source(3,2)*Source(1,2);
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(*this)(3,2) =
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-Source(3,0)*Source(2,0)
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-Source(3,1)*Source(2,1)
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-Source(3,2)*Source(2,2);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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LinearMatrix&
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LinearMatrix::Normalize()
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{
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(*this)(0,2) = (*this)(1,0)*(*this)(2,1) - (*this)(1,1)*(*this)(2,0);
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(*this)(1,2) = (*this)(2,0)*(*this)(0,1) - (*this)(2,1)*(*this)(0,0);
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(*this)(2,2) = (*this)(0,0)*(*this)(1,1) - (*this)(0,1)*(*this)(1,0);
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return *this;
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}
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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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LinearMatrix::TestInstance() const
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{
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UnitVector v1;
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GetFromAxis(X_Axis,&v1);
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if (!v1.TestInstance())
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{
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Dump(*this);
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Dump(v1);
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return False;
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}
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UnitVector v2;
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GetFromAxis(Y_Axis,&v2);
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if (!v2.TestInstance())
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{
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Dump(*this);
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Dump(v1);
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return False;
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}
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UnitVector v3;
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v3.Vector3D::Cross(v1,v2);
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GetFromAxis(Z_Axis,&v1);
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return Close_Enough(v1,v3);
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}
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#if defined(TEST_CLASS)
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# include "linmtrx.tcp"
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#endif
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