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>
193 lines
4.2 KiB
C++
193 lines
4.2 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) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(POINT_HPP)
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# define POINT_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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class Origin;
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class Vector4D;
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class AffineMatrix;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Point3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Point3D:
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public Vector3D
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{
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public:
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static const Point3D
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Identity;
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//
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// Constructors
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//
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Point3D()
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{}
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Point3D(
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Scalar x,
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Scalar y,
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Scalar z
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):
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Vector3D(x,y,z)
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{}
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//
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// Assignment operators
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//
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Point3D&
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operator=(const Vector3D& v)
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{Vector3D::operator=(v); return *this;}
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Point3D&
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operator=(const Vector4D& v);
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Point3D&
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operator=(const Origin &p);
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Point3D&
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operator=(const AffineMatrix &matrix);
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//
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// Math operators
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//
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Point3D&
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Negate(const Vector3D &v)
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{Vector3D::Negate(v); return *this;}
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Point3D&
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Add(
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const Vector3D& v1,
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const Vector3D& v2
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)
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{Vector3D::Add(v1,v2); return *this;}
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Point3D&
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operator+=(const Vector3D& v)
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{return Add(*this,v);}
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Point3D&
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Subtract(
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const Point3D& p,
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const Vector3D& v
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)
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{Vector3D::Subtract(p,v); return *this;}
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Point3D&
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operator-=(const Vector3D& v)
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{return Subtract(*this,v);}
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Scalar
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operator*(const Vector3D& v) const
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{return Vector3D::operator*(v);}
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Point3D&
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Multiply(
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const Point3D& p,
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Scalar scale
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)
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{Vector3D::Multiply(p,scale); return *this;}
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Point3D&
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operator*=(Scalar value)
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{return Multiply(*this,value);}
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Point3D&
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Multiply(
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const Point3D& p,
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const Vector3D& v
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)
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{Vector3D::Multiply(p,v); return *this;}
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Point3D&
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operator*=(const Vector3D &v)
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{return Multiply(*this,v);}
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Point3D&
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Divide(
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const Vector3D& v,
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Scalar scale
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)
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{Vector3D::Divide(v,scale); return *this;}
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Point3D&
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operator/=(Scalar value)
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{return Divide(*this,value);}
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Point3D&
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Divide(
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const Vector3D& v1,
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const Vector3D& v2
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)
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{Vector3D::Divide(v1,v2); return *this;}
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Point3D&
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operator/=(const Vector3D &v)
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{return Divide(*this,v);}
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//
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// Transforms
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//
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Point3D&
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Multiply(
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const Vector3D &v,
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const AffineMatrix &m
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)
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{Vector3D::Multiply(v,m); return *this;}
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Point3D&
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Multiply(
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const Point3D &p,
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const AffineMatrix &m
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);
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Point3D&
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operator*=(const AffineMatrix &m)
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{Point3D src(*this); return Multiply(src,m);}
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Point3D&
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MultiplyByInverse(
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const Vector3D &v,
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const LinearMatrix &m
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)
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{Vector3D::MultiplyByInverse(v,m); return *this;}
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Point3D&
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MultiplyByInverse(
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const Point3D &p,
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const LinearMatrix &m
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);
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//
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// Miscellaneous functions
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//
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Point3D&
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Combine(
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const Vector3D& v1,
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Scalar t1,
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const Vector3D& v2,
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Scalar t2
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)
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{Vector3D::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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Point3D&
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Lerp(
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const Vector3D& v1,
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const Vector3D& v2,
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Scalar t
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)
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{Vector3D::Lerp(v1,v2,t); return *this;}
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static Logical
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TestClass();
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};
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#endif
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#if !defined(AFFNMTRX_HPP)
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# include <affnmtrx.hpp>
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#endif
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