Files
TeslaRel410/CODE/RP/MUNGA/NORMAL.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

117 lines
3.5 KiB
C++

//===========================================================================//
// File: normal.hh //
// Project: MUNGA Brick: Math Library //
// Contents: Implementation details for the normal class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 11/19/94 JMA Initial coding. //
// 12/01/94 JMA Made compatible with SGI CC //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(NORMAL_HPP)
# define NORMAL_HPP
# if !defined(UNITVEC_HPP)
# include <unitvec.hpp>
# endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Normal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Normal:
public UnitVector
{
public:
//
// Constructors
//
Normal()
{}
Normal(
Scalar x,
Scalar y,
Scalar z
):
UnitVector(x,y,z)
{}
Normal(const UnitVector& v):
UnitVector(v)
{}
//
// Assignment operators
//
Normal&
operator=(const UnitVector& v)
{UnitVector::operator=(v); return *this;}
Normal&
operator=(const Vector3D& v)
{Normalize(v); return *this;}
//
// Math operators
//
Normal&
Negate(const Normal &v)
{Vector3D::Negate(v); return *this;}
Scalar
operator*(const Vector3D& v) const
{return Vector3D::operator*(v);}
Normal& Multiply(
const Normal &n,
const LinearMatrix &m
)
{UnitVector::Multiply(n,m); return *this;}
Normal&
operator*=(const LinearMatrix &M)
{Normal src(*this); return Multiply(src,M);}
//
// These functions will cause the vector to lose its unit length, thus
// cause any downstream verifies to fail. We have to be able to only
// normalize the normal once after all transformations if these are to
// be of any benefit, so don't use them for now
Normal&
Multiply_Inverse(
const Normal &Source,
const AffineMatrix &M
);
Normal&
Multiply(
const Normal &Source,
const AffineMatrix &M
);
//
// Support functions
//
static Logical
TestClass();
private:
static const Normal identity;
Normal& Negate(const Vector3D &V);
Normal& Add(const Vector3D& V1,const Vector3D& V2);
Normal& operator+=(const Vector3D& V);
Normal& Subtract(const Vector3D& V1,const Vector3D& V2);
Normal& operator-=(const Vector3D& V);
Normal& Cross(const Vector3D& V1,const Vector3D& V2);
Normal& Multiply(const Vector3D& V,Scalar Scale);
Normal& operator*=(Scalar Value);
Normal& Multiply(const Vector3D& V1,const Vector3D& V2);
Normal& operator*=(const Vector3D &V);
Normal& Multiply(const Vector3D &Source, const AffineMatrix &M);
Normal& operator*=(const AffineMatrix &M);
Normal& Divide(const Vector3D& V,Scalar Scale);
Normal& operator/=(Scalar Value);
Normal& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
};
#endif