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>
91 lines
2.4 KiB
C++
91 lines
2.4 KiB
C++
//===========================================================================//
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// File: Rect2D.hh //
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// Project: MUNGA Brick: Math Library //
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// Contents: Interface specification for two-dimensional rectangle class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 2/01/95 CPB Initial coding (started from Vector2D.hh) //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All rights reserved //
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// PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(RECT2D_HPP)
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# define RECT2D_HPP
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# if !defined(VECTOR2D_HPP)
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# include <vector2d.hpp>
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# endif
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// Note that the coordinate system used here is such that
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// (0,0) is in the lower left corner.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rectangle2D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Rectangle2D SIGNATURED
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{
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public:
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Vector2DOf<int> bottomLeft, topRight;
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Rectangle2D();
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Rectangle2D(Vector2DOf<int> bl, Vector2DOf<int> tr);
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Rectangle2D(int x1, int y1, int x2, int y2);
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~Rectangle2D()
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{}
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Logical
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operator==(const Rectangle2D& r) const
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{return ((bottomLeft == r.bottomLeft) && (topRight == r.topRight));}
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Logical
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operator!=(const Rectangle2D& r) const
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{return ((bottomLeft != r.bottomLeft) || (topRight != r.topRight));}
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void
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Union(
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const Rectangle2D& r1,
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const Rectangle2D& r2
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);
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void
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Intersection(
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const Rectangle2D& r1,
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const Rectangle2D& r2
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);
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void
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MakeEmpty()
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{
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Check(this);
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bottomLeft.x = 1;
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topRight.x = 0;
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}
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Logical
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IsEmpty() const
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{
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if ((bottomLeft.x > topRight.x) || (bottomLeft.y > topRight.y))
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{
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return True;
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}
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else
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{
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return False;
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}
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}
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friend ostream&
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operator<<(
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ostream& stream,
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const Rectangle2D& r
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);
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Logical
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TestInstance() const;
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static Logical
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TestClass();
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};
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#endif
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