Files
TeslaRel410/CODE/RP/MUNGA/MOTION.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

89 lines
2.2 KiB
C++

//===========================================================================//
// File: motion.hh //
// Project: MUNGA Brick: Math Library //
// Contents: Implementation details for the position class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/30/95 JMA Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(MOTION_HPP)
# define MOTION_HPP
# if !defined(VECTOR3D_HPP)
# include <vector3d.hpp>
# endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ Motion ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Motion
{
public:
#if defined(USE_SIGNATURE)
friend int
Is_Signature_Bad(const volatile Motion *);
#endif
Vector3D
linearMotion;
Vector3D
angularMotion;
static const Motion
Identity;
//
// Constructors
//
Motion()
{}
Motion(const Motion& motion);
Motion(
const Vector3D& t,
const Vector3D& q
)
{Check(&t); Check(&q); linearMotion = t; angularMotion = q;}
//
// Assignment operators
//
Motion&
operator=(const Motion& p);
//
// Equality operator
//
Logical
operator==(const Motion&) const;
//
// Origin motion
//
Motion&
AddScaled(
const Motion& source,
const Motion& delta,
Scalar t
);
//
// Support functions
//
friend ostream&
operator<<(
ostream& stream,
const Motion& p
);
Logical
TestInstance() const;
static Logical
TestClass();
};
#endif