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>
118 lines
2.5 KiB
C++
118 lines
2.5 KiB
C++
#include <munga.hpp>
|
|
#pragma hdrstop
|
|
|
|
#if !defined(SPLINE_HPP)
|
|
# include <spline.hpp>
|
|
#endif
|
|
|
|
#if defined(USE_SIGNATURE)
|
|
int
|
|
Is_Signature_Bad(const volatile CubicCurve *)
|
|
{return False;}
|
|
#endif
|
|
|
|
Logical
|
|
CubicCurve::TestInstance() const
|
|
{
|
|
return True;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
CubicCurve::CubicCurve(
|
|
const Point3D& p1,
|
|
const Vector3D& r1,
|
|
const Point3D& p4,
|
|
const Vector3D& r4
|
|
)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&p1);
|
|
Check(&r1);
|
|
Check(&p4);
|
|
Check(&r4);
|
|
|
|
//
|
|
//----------------------------------
|
|
// Generate the hermite basis matrix
|
|
//----------------------------------
|
|
//
|
|
basisMatrix(0,0) = 2.0f*(p1.x - p4.x) + r1.x + r4.x;
|
|
basisMatrix(0,1) = 2.0f*(p1.y - p4.y) + r1.y + r4.y;
|
|
basisMatrix(0,2) = 2.0f*(p1.z - p4.z) + r1.z + r4.z;
|
|
|
|
basisMatrix(1,0) = 3.0f*(p4.x - p1.x) - 2.0f*r1.x - r4.x;
|
|
basisMatrix(1,1) = 3.0f*(p4.y - p1.y) - 2.0f*r1.y - r4.y;
|
|
basisMatrix(1,2) = 3.0f*(p4.z - p1.z) - 2.0f*r1.z - r4.z;
|
|
|
|
basisMatrix(2,0) = r1.x;
|
|
basisMatrix(2,1) = r1.y;
|
|
basisMatrix(2,2) = r1.z;
|
|
|
|
basisMatrix(3,0) = p1.x;
|
|
basisMatrix(3,1) = p1.y;
|
|
basisMatrix(3,2) = p1.z;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
CubicCurve::CubicCurve(
|
|
const Point3D& p1,
|
|
const Point3D& p2,
|
|
const Point3D& p3,
|
|
const Point3D& p4
|
|
)
|
|
{
|
|
Check_Pointer(this);
|
|
Check(&p1);
|
|
Check(&p2);
|
|
Check(&p3);
|
|
Check(&p4);
|
|
|
|
//
|
|
//---------------------------------
|
|
// Generate the bezier basis matrix
|
|
//---------------------------------
|
|
//
|
|
basisMatrix(0,0) = p4.x - p1.x + 3.0f*(p2.x - p3.x);
|
|
basisMatrix(0,1) = p4.y - p1.y + 3.0f*(p2.y - p3.y);
|
|
basisMatrix(0,2) = p4.z - p1.z + 3.0f*(p2.z - p3.z);
|
|
|
|
basisMatrix(1,0) = 3.0f*(p1.x + p3.x) - 6.0f*p2.x;
|
|
basisMatrix(1,1) = 3.0f*(p1.y + p3.y) - 6.0f*p2.y;
|
|
basisMatrix(1,2) = 3.0f*(p1.z + p3.z) - 6.0f*p2.z;
|
|
|
|
basisMatrix(2,0) = 3.0f*(p2.x - p1.x);
|
|
basisMatrix(2,1) = 3.0f*(p2.y - p1.y);
|
|
basisMatrix(2,2) = 3.0f*(p2.z - p1.z);
|
|
|
|
basisMatrix(3,0) = p1.x;
|
|
basisMatrix(3,1) = p1.y;
|
|
basisMatrix(3,2) = p1.z;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
CubicCurve::Evaluate(
|
|
Scalar t,
|
|
Point3D *p,
|
|
Vector3D *v
|
|
)
|
|
{
|
|
Check(this);
|
|
Check_Pointer(p);
|
|
Check_Pointer(v);
|
|
Verify(t >= 0.0f && t <= 1.0f);
|
|
|
|
Point3D t_pos;
|
|
t_pos.z = t;
|
|
t_pos.y = t_pos.z * t;
|
|
t_pos.x = t_pos.y * t;
|
|
p->Multiply(t_pos, basisMatrix);
|
|
|
|
Vector3D t_vec(3.0f*t*t, 2.0f*t, 1.0f);
|
|
v->Multiply(t_vec, basisMatrix);
|
|
}
|
|
|