Files
TeslaRel410/CODE/BT/MUNGA/VECTOR4D.HPP
T
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

229 lines
4.9 KiB
C++

//===========================================================================//
// File: vector4d.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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(VECTOR4D_HPP)
# define VECTOR4D_HPP
# if !defined(VECTOR3D_HPP)
# include <vector3d.hpp>
# endif
class Point3D;
class AffineMatrix;
class Matrix4x4;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector4D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Vector4D
{
public:
Scalar
x,
y,
z,
w;
#if defined(USE_SIGNATURE)
friend int
Is_Signature_Bad(const volatile Vector4D *);
#endif
static const Vector4D
Identity;
//
// Constructors
//
Vector4D()
{}
Vector4D(
Scalar X,
Scalar Y,
Scalar Z,
Scalar W)
{x=X; y=Y; z=Z; w=W;}
//
// Assignment operators
//
Vector4D&
operator=(const Vector4D &v);
Vector4D&
operator=(const Vector3D &v);
Vector4D&
operator=(const Point3D &p);
//
// Index operators
//
const Scalar&
operator[](size_t index) const
{Check_Pointer(this); Warn(index>W_Axis); return (&x)[index];}
Scalar&
operator[](size_t index)
{Check_Pointer(this); Warn(index>W_Axis); return (&x)[index];}
friend Logical
Small_Enough(const Vector4D &v,Scalar e=SMALL);
Logical
operator!() const
{return Small_Enough(*this);}
//
// "Close-enough" comparison operators
//
friend Logical
Close_Enough(
const Vector4D &v1,
const Vector4D &v2,
Scalar e=SMALL
);
Logical
operator==(const Vector4D& v) const
{return Close_Enough(*this,v);}
Logical
operator!=(const Vector4D& v) const
{return !Close_Enough(*this,v);}
//
// The following operators all assume that this points to the destination
// of the operation results
//
Vector4D&
Negate(const Vector4D &v);
Vector4D&
Add(
const Vector4D& v1,
const Vector4D& v2
);
Vector4D&
operator+=(const Vector4D& v)
{return Add(*this,v);}
Vector4D&
Subtract(
const Vector4D& v1,
const Vector4D& v2
);
Vector4D&
operator-=(const Vector4D& v)
{return Subtract(*this,v);}
Scalar
operator*(const Vector4D& v) const
{Check(this); return x*v.x + y*v.y + z*v.z + w*v.w;}
Vector4D&
Multiply(
const Vector4D& v,
Scalar scale
);
Vector4D&
operator*=(Scalar v)
{return Multiply(*this,v);}
Vector4D&
Multiply(
const Vector4D& v1,
const Vector4D& v2
);
Vector4D&
operator*=(const Vector4D &v)
{return Multiply(*this,v);}
Vector4D&
Divide(
const Vector4D& v,
Scalar scale
);
Vector4D&
operator/=(Scalar v)
{return Divide(*this,v);}
Vector4D&
Divide(
const Vector4D& v1,
const Vector4D& v2
);
Vector4D&
operator/=(const Vector4D &v)
{return Divide(*this,v);}
//
// Transforms
//
Vector4D&
Multiply(
const Vector4D &v,
const AffineMatrix &m
);
Vector4D&
operator*=(const AffineMatrix &M)
{Vector4D src(*this); return Multiply(src,M);}
Vector4D& Multiply(
const Vector4D &v,
const Matrix4x4 &m
);
Vector4D&
operator*=(const Matrix4x4 &m)
{Vector4D src(*this); return Multiply(src,m);}
Vector4D& Multiply(
const Vector3D &v,
const Matrix4x4 &m
);
Vector4D& Multiply(
const Point3D &p,
const Matrix4x4 &m
);
//
// Support functions
//
Scalar
LengthSquared() const
{return operator*(*this);}
Scalar
Length() const
{return Sqrt(LengthSquared());}
Vector4D&
Combine(
const Vector4D& v1,
Scalar t1,
const Vector4D& v2,
Scalar t2
);
Vector4D&
Lerp(
const Vector4D& v1,
const Vector4D& v2,
Scalar t
)
{return Combine(v1,1.0f-t,v2,t);}
friend ostream&
operator<<(
ostream& stream,
const Vector4D& v
);
Logical
TestInstance() const;
static Logical
TestClass();
};
#endif