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>
119 lines
3.4 KiB
C++
119 lines
3.4 KiB
C++
//===========================================================================//
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// File: unitvec.hh //
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// Project: MUNGA Brick: Math Library //
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// Contents: Interface specification for unit vector class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/19/94 JMA Initial coding. //
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// 12/01/94 JMA Made compatible with SGI CC //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(UNITVEC_HPP)
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# define UNITVEC_HPP
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# if !defined(VECTOR3D_HPP)
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# include <vector3d.hpp>
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# endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ UnitVector ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LinearMatrix;
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class UnitVector:
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public Vector3D
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{
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public:
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//
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// Constructors
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//
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UnitVector()
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{}
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UnitVector(
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Scalar x,
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Scalar y,
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Scalar z
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):
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Vector3D(x,y,z)
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{}
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//
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// Assignment operators
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//
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UnitVector&
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operator=(const UnitVector &vector)
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{Check(&vector); Vector3D::operator=(vector); return *this;}
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UnitVector&
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operator=(const Vector3D& v)
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{Vector3D::Normalize(v); return *this;}
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//
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// Math operations
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//
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UnitVector&
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Negate(const UnitVector &v)
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{Check(&v); Vector3D::Negate(v); return *this;}
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Scalar
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operator*(const Vector3D& v) const
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{return Vector3D::operator*(v);}
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//
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// Transforms
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//
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UnitVector& Multiply(
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const UnitVector &v,
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const LinearMatrix &m
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);
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UnitVector&
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operator*=(const LinearMatrix &m);
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UnitVector&
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MultiplyByInverse(
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const UnitVector &v,
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const LinearMatrix &m
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)
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{Vector3D::MultiplyByInverse(v,m); return *this;}
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//
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// Template support
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//
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UnitVector&
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Lerp(
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const UnitVector& v1,
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const UnitVector& v2,
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Scalar t
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);
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//
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// Support functions
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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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private:
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static const UnitVector identity;
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UnitVector& Negate(const Vector3D &V);
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UnitVector& Add(const Vector3D& V1,const Vector3D& V2);
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UnitVector& operator+=(const Vector3D& V);
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UnitVector& Subtract(const Vector3D& V1,const Vector3D& V2);
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UnitVector& operator-=(const Vector3D& V);
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UnitVector& Cross(const Vector3D& V1,const Vector3D& V2);
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UnitVector& Multiply(const Vector3D& V,Scalar Scale);
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UnitVector& operator*=(Scalar Value);
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UnitVector& Multiply(const Vector3D& V1,const Vector3D& V2);
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UnitVector& operator*=(const Vector3D &V);
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UnitVector& Multiply(const Vector3D &Source, const AffineMatrix &M);
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UnitVector& MultiplyByInverse(const Vector3D &Source, const LinearMatrix &M);
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UnitVector& Divide(const Vector3D& V,Scalar Scale);
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UnitVector& operator/=(Scalar Value);
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UnitVector& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
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};
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#endif
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