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>
111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
//===========================================================================//
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// File: motion.cc //
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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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// 01/19/95 JMA Initial coding. //
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// 01/29/95 JMA Added origin concatenation //
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//---------------------------------------------------------------------------//
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// Copyright (C) 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MOTION_HPP)
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#include <motion.hpp>
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#endif
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const Motion
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Motion::Identity(Vector3D::Identity, Vector3D::Identity);
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#if defined(USE_SIGNATURE)
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int
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Is_Signature_Bad(const volatile Motion *)
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{
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return False;
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}
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#endif
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Motion::Motion(const Motion& motion)
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{
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Check_Pointer(this);
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Check(&motion);
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angularMotion = motion.angularMotion;
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linearMotion = motion.linearMotion;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Motion&
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Motion::operator=(const Motion &motion)
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{
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Check_Pointer(this);
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Check(&motion);
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angularMotion = motion.angularMotion;
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linearMotion = motion.linearMotion;
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return *this;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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Motion::operator==(const Motion &motion) const
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{
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Check(this);
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return (memcmp(this, &motion, sizeof(Motion)) == 0);
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Motion&
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Motion::AddScaled(
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const Motion& source,
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const Motion& delta,
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Scalar t
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)
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{
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Check_Pointer(this);
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Check(&source);
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Check(&delta);
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Verify(t >= 0.0f);
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linearMotion.AddScaled(source.linearMotion, delta.linearMotion, t);
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angularMotion.AddScaled(source.angularMotion, delta.angularMotion, t);
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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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ostream&
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operator<<(
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ostream& stream,
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const Motion& p
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)
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{
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return stream << '{' << p.linearMotion << ',' << p.angularMotion << '}';
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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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Motion::TestInstance() const
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{
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return angularMotion.TestInstance();
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}
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