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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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