Files
TeslaRel410/CODE/RP/MUNGA/SPHERE.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

63 lines
1.4 KiB
C++

//=======================================================================//
// File: sphere.hpp //
// Project: Architecture //
// Author: J.M. Albertson //
//-----------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainments, //
// PROPRIETARY AND CONFIDENTIAL //
//=======================================================================//
#if !defined(SPHERE_HPP)
# define SPHERE_HPP
# if !defined(POINT3D_HPP)
# include <point3d.hpp>
# endif
class Plane;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sphere ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Sphere SIGNATURED
{
public:
Point3D
center;
Scalar
radius;
Sphere()
{}
Sphere(
const Point3D &A_Point,
Scalar Radius
):
center(A_Point),
radius(Radius)
{}
Sphere(
Scalar X,
Scalar Y,
Scalar Z,
Scalar Radius
):
center(X,Y,Z),
radius(Radius)
{}
//
// Intersection functions
//
Logical
Contains(const Point3D &point) const;
Logical
Intersects(const Sphere &sphere) const;
Logical
Intersects(const Plane &plane) const;
friend ostream&
operator<<(ostream& Stream, const Sphere &A_Sphere);
};
#endif