Files
TeslaRel410/CODE/RP/MUNGA/POINT3D.CPP
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

93 lines
2.7 KiB
C++

//===========================================================================//
// File: point3d.cc //
// Project: MUNGA Brick: Math Library //
// Contents: Implementation details for the point class //
//---------------------------------------------------------------------------//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <munga.hpp>
#pragma hdrstop
#if !defined(POINT3D_HPP)
#include <point3d.hpp>
#endif
#if !defined(LINMTRX_HPP)
#include <linmtrx.hpp>
#endif
#if !defined(VECTOR4D_HPP)
#include <vector4d.hpp>
#endif
const Point3D
Point3D::Identity(0.0f,0.0f,0.0f);
//
//###########################################################################
//###########################################################################
//
Point3D&
Point3D::operator=(const Vector4D& v)
{
Check_Pointer(this);
Check(&v);
Verify(v.w);
x = v.x/v.w;
y = v.y/v.w;
z = v.z/v.w;
return *this;
}
//
//###########################################################################
//###########################################################################
//
Point3D&
Point3D::Multiply(const Point3D& p,const AffineMatrix& m)
{
Check_Pointer(this);
Check(&p);
Check(&m);
x = p.x*m(0,0) + p.y*m(1,0) + p.z*m(2,0) + m(3,0);
y = p.x*m(0,1) + p.y*m(1,1) + p.z*m(2,1) + m(3,1);
z = p.x*m(0,2) + p.y*m(1,2) + p.z*m(2,2) + m(3,2);
return *this;
}
//
//###########################################################################
//###########################################################################
//
Point3D&
Point3D::MultiplyByInverse(
const Point3D &p,
const LinearMatrix &m
)
{
x =
p.x*m(0,0) + p.y*m(0,1) + p.z*m(0,2)
- m(3,0)*m(0,0) - m(3,1)*m(0,1) - m(3,2)*m(0,2);
y =
p.x*m(1,0) + p.y*m(1,1) + p.z*m(1,2)
- m(3,0)*m(1,0) - m(3,1)*m(1,1) - m(3,2)*m(1,2);
z =
p.x*m(2,0) + p.y*m(2,1) + p.z*m(2,2)
- m(3,0)*m(2,0) - m(3,1)*m(2,1) - m(3,2)*m(2,2);
return *this;
}
#if defined(TEST_CLASS)
# include "point3d.tcp"
#endif