Files
TeslaRel410/CODE/RP/MUNGA/BNDGBOX.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

215 lines
5.6 KiB
C++

//===========================================================================//
// File: bndgbox.hh //
// Project: MUNGA Brick: Spatializer Library //
// Contents: Interface specification of bounding-box based spatialization //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/08/95 JMA Initial port back to C++ //
//---------------------------------------------------------------------------//
// Copyright (C) 1993-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(BNDGBOX_HPP)
# define BNDGBOX_HPP
# if !defined(EXTNTBOX_HPP)
# include <extntbox.hpp>
# endif
class Line;
class Point3D;
class Origin;
class BoundingBoxTreeNode;
class BoundingBoxList;
class BoundingBoxCollision;
//##########################################################################
//########################### BoundingBox ############################
//##########################################################################
class BoundingBox:
public ExtentBox
{
friend class BoundingBoxTreeNode;
friend class BoundingBoxList;
public:
BoundingBox();
BoundingBox(const ExtentBox &extents);
virtual ~BoundingBox();
Logical
Intersects(const ExtentBox &extents);
Logical
Intersects(
const ExtentBox &extents,
ExtentBox *slice
);
Logical
Contains(const Point3D &point);
Scalar
FindDistanceBelow(const Point3D &point);
Logical
HitBy(Line *line);
void
PlaceBoundingBox(const Origin& origin);
protected:
virtual Logical
IntersectsBounded(const ExtentBox &extents);
virtual Logical
ContainsBounded(const Point3D &point);
virtual Scalar
FindDistanceBelowBounded(const Point3D &point);
virtual Logical
HitByBounded(
Line *line,
Scalar enters,
Scalar leaves
);
public:
static Logical
TestClass();
virtual Logical
TestInstance() const;
};
//##########################################################################
//###################### BoundingBoxCollision ########################
//##########################################################################
class BoundingBoxCollision SIGNATURED
{
public:
BoundingBox
*treeVolume;
ExtentBox
collisionSlice;
BoundingBox*
GetTreeVolume()
{Check(this); return treeVolume;}
Logical
TestInstance() const;
};
//##########################################################################
//#################### BoundingBoxCollisionList ######################
//##########################################################################
class BoundingBoxCollisionList SIGNATURED
{
friend class BoundingBoxTreeNode;
friend class BoundingBoxList;
protected:
BoundingBoxCollision
*listStart,
*nextCollision;
int
maxCollisions,
collisionsLeft;
public:
BoundingBoxCollisionList(int max_length);
~BoundingBoxCollisionList()
{Check(this); Unregister_Pointer(listStart); delete[] listStart;}
void
Reset()
{nextCollision = listStart; collisionsLeft = maxCollisions;}
void
AddCollisionToList(
BoundingBox *tree_volume,
const ExtentBox &slice
);
BoundingBoxCollision&
operator[](int index)
{
Check(this); Verify((unsigned)index < maxCollisions);
return listStart[index];
}
int
GetCollisionCount()
{Check(this); return maxCollisions - collisionsLeft;}
int
GetCollisionsLeft()
{Check(this); return collisionsLeft;}
Logical
TestInstance() const;
};
//##########################################################################
//######################## TaggedBoundingBox #########################
//##########################################################################
class TaggedBoundingBox:
public BoundingBox
{
public:
void*
GetTagPointer()
{Check(this); return tagPointer;}
protected:
TaggedBoundingBox(void *tag = NULL);
TaggedBoundingBox(
const ExtentBox &extents,
void *tag = NULL
);
~TaggedBoundingBox();
void *tagPointer;
};
//##########################################################################
//####################### TaggedBoundingBoxOf ########################
//##########################################################################
template <class T> class TaggedBoundingBoxOf:
public TaggedBoundingBox
{
public:
TaggedBoundingBoxOf(T *tag);
TaggedBoundingBoxOf(
const ExtentBox &extents,
T *tag = NULL
);
~TaggedBoundingBoxOf();
T*
GetTagPointer()
{return (T*)tagPointer;}
};
//~~~~~~~~~~~~~~~~~~~~~~~~ TaggedBoundingBoxOf templates ~~~~~~~~~~~~~~~~~~~
template <class T>
TaggedBoundingBoxOf<T>::TaggedBoundingBoxOf(T *tag):
TaggedBoundingBox(tag)
{
}
template <class T>
TaggedBoundingBoxOf<T>::TaggedBoundingBoxOf(
const ExtentBox &extents,
T *tag
):
TaggedBoundingBox(extents, tag)
{
}
template <class T>
TaggedBoundingBoxOf<T>::~TaggedBoundingBoxOf()
{
}
#endif