Files
CydandClaude Fable 5 fdd9ac9d97 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>
2026-07-02 13:21:58 -05:00

422 lines
8.3 KiB
C++

//===========================================================================//
// File: vector3d.hh //
// Project: MUNGA Brick: Math Library //
// Contents: Interface specification for vector classes //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 11/19/94 JMA Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(VECTOR3D_HPP)
# define VECTOR3D_HPP
# if !defined(MEMSTRM_HPP)
# include <memstrm.hpp>
# endif
# if !defined(SCALAR_HPP)
# include <scalar.hpp>
# endif
class AbstractVector3D;
class Vector3D;
class LBE3Vector3D;
class TIVector3D;
class AffineMatrix;
class LinearMatrix;
class Matrix4x4;
class Point3D;
enum Axes {
X_Axis,
Y_Axis,
Z_Axis,
W_Axis
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ AbstractVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class AbstractVector3D
{
public:
Scalar
x,
y,
z;
#if defined(USE_SIGNATURE)
friend int
Is_Signature_Bad(const volatile AbstractVector3D *p);
#endif
//
// Assignment operators
//
AbstractVector3D&
operator=(const AbstractVector3D& v);
//
// "Close-enough" comparators
//
friend Logical
Small_Enough(
const AbstractVector3D &v,
Scalar e=SMALL
);
Logical
operator!() const
{return Small_Enough(*this, SMALL);}
friend Logical
Close_Enough(
const AbstractVector3D &v1,
const AbstractVector3D &v2,
Scalar e=SMALL
);
Logical
operator==(const AbstractVector3D& v) const
{return Close_Enough(*this,v,SMALL);}
Logical
operator!=(const AbstractVector3D& v) const
{return !Close_Enough(*this,v,SMALL);}
Logical
TestInstance() const;
protected:
AbstractVector3D()
{}
AbstractVector3D(
Scalar x,
Scalar y,
Scalar z
):
x(x),
y(y),
z(z)
{}
};
inline MemoryStream&
MemoryStream_Read(
MemoryStream* stream,
AbstractVector3D *output
)
{return stream->ReadBytes(output, sizeof(*output));}
inline MemoryStream&
MemoryStream_Write(
MemoryStream* stream,
const AbstractVector3D *input
)
{return stream->WriteBytes(input, sizeof(*input));}
class LBE3Vector3D;
class TIVector3D;
class AffineMatrix;
class LinearMatrix;
class Matrix4x4;
class Point3D;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Vector3D:
public AbstractVector3D
{
public:
static const Vector3D
Identity;
//
// Constructors
//
Vector3D()
{}
Vector3D(
Scalar x,
Scalar y,
Scalar z
):
AbstractVector3D(x,y,z)
{}
//
// Assignment operators
//
Vector3D&
operator=(const Vector3D &vector)
{
Check_Pointer(this); Check(&vector);
AbstractVector3D::operator=(vector); return *this;
}
Vector3D&
operator=(const LBE3Vector3D &vector);
Vector3D&
operator=(const TIVector3D &vector);
// Comparison operator (for sorting by length, GDU 1/26/96)
Logical
operator>(const Vector3D &v) const
{
Check(this); Check(&v);
return LengthSquared() > v.LengthSquared();
}
Logical
operator<(const Vector3D &v) const
{
Check(this); Check(&v);
return LengthSquared() < v.LengthSquared();
}
//
// Indexing operations
//
const Scalar&
operator[](size_t index) const
{Check_Pointer(this); Warn(index>Z_Axis); return (&x)[index];}
Scalar&
operator[](size_t index)
{Check_Pointer(this); Warn(index>Z_Axis); return (&x)[index];}
//
// The following operators all assume that this points to the destination
// of the operation results
//
Vector3D&
Negate(const Vector3D &v);
Vector3D&
Add(
const Vector3D& v1,
const Vector3D& v2
);
Vector3D&
AddScaled(
const Vector3D& v1,
const Vector3D& v2,
Scalar scale
);
Vector3D&
operator+=(const Vector3D& v)
{return Add(*this,v);}
Vector3D&
Subtract(
const Vector3D& v1,
const Vector3D& v2
);
Vector3D&
operator-=(const Vector3D& v)
{return Subtract(*this,v);}
Scalar
operator*(const Vector3D& v) const
{Check(this); Check(&v); return x*v.x + y*v.y + z*v.z;}
Vector3D&
Cross(
const Vector3D& v1,
const Vector3D& v2
);
Vector3D&
Multiply(
const Vector3D& v,
Scalar Scale
);
Vector3D&
operator*=(Scalar v)
{return Multiply(*this,v);}
Vector3D&
Multiply(
const Vector3D& v1,
const Vector3D& v2
);
Vector3D&
operator*=(const Vector3D &v)
{return Multiply(*this,v);}
Vector3D&
Divide(
const Vector3D& v,
Scalar scale
);
Vector3D&
operator/=(Scalar v)
{return Divide(*this,v);}
Vector3D&
Divide(
const Vector3D& v1,
const Vector3D& v2
);
Vector3D&
operator/=(const Vector3D &v)
{return Divide(*this,v);}
//
// Transform operators
//
Vector3D&
Multiply(
const Vector3D &v,
const AffineMatrix &m
);
Vector3D&
operator*=(const AffineMatrix &m)
{Vector3D src(*this); return Multiply(src,m);}
Vector3D&
MultiplyByInverse(
const Vector3D &v,
const LinearMatrix &m
);
//
// Miscellaneous functions
//
Scalar
LengthSquared() const
{Check(this); return x*x + y*y + z*z;}
Scalar
Length() const
{return Sqrt(LengthSquared());}
Vector3D&
Normalize(const Vector3D &v);
Vector3D&
Combine(
const Vector3D& v1,
Scalar t1,
const Vector3D& v2,
Scalar t2
);
//
// Template support
//
Vector3D&
Lerp(
const Vector3D& v1,
const Vector3D& v2,
Scalar t
)
{return Combine(v1,1.0f-t,v2,t);}
//
// Support functions
//
friend ostream&
operator<<(
ostream& stream,
const Vector3D& v
);
static Logical
TestClass();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector3D functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
Convert_From_Ascii(
const char *str,
Vector3D *vector_3D
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ LBE3Vector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LBE3Vector3D:
public AbstractVector3D
{
public:
//
// Constructors
//
LBE3Vector3D()
{}
LBE3Vector3D(
Scalar x,
Scalar y,
Scalar z
):
AbstractVector3D(x,y,z)
{}
//
// Assignment operators
//
LBE3Vector3D&
operator=(const LBE3Vector3D &vector)
{
Check_Pointer(this); Check(&vector);
AbstractVector3D::operator=(vector); return *this;
}
LBE3Vector3D&
operator=(const Vector3D& vector);
LBE3Vector3D&
operator=(const TIVector3D &vector);
//
// Support functions
//
friend ostream&
operator<<(
ostream &stream,
const LBE3Vector3D &vector
);
static Logical
TestClass();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TIVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class TIVector3D:
public AbstractVector3D
{
public:
//
// Constructors
//
TIVector3D()
{}
TIVector3D(
Scalar x,
Scalar y,
Scalar z
):
AbstractVector3D(x,y,z)
{}
//
// Assignment operators
//
TIVector3D&
operator=(const TIVector3D &vector)
{
Check_Pointer(this); Check(&vector);
AbstractVector3D::operator=(vector); return *this;
}
TIVector3D&
operator=(const Vector3D &vector);
TIVector3D&
operator=(const LBE3Vector3D &vector);
//
// Support functions
//
friend ostream&
operator<<(
ostream &stream,
const TIVector3D &vector
);
static Logical
TestClass();
};
#endif