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>
70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
//===========================================================================//
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// File: normal.cc //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for the normal 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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//---------------------------------------------------------------------------//
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(NORMAL_HPP)
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#include <normal.hpp>
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#endif
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#if !defined(AFFNMTRX_HPP)
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#include <affnmtrx.hpp>
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#endif
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//
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//#############################################################################
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//#############################################################################
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//
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Normal&
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Normal::Multiply_Inverse(
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const Normal &Source,
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const AffineMatrix &M
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)
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{
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Check(this);
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Check(&Source);
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Check(&M);
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x = Source.x*M(0,0) + Source.y*M(0,1) + Source.z*M(0,2);
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y = Source.x*M(1,0) + Source.y*M(1,1) + Source.z*M(1,2);
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z = Source.x*M(2,0) + Source.y*M(2,1) + Source.z*M(2,2);
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return *this;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Normal&
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Normal::Multiply(
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const Normal &Source,
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const AffineMatrix &M
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)
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{
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Check(this);
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Check(&Source);
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Check(&M);
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AffineMatrix m;
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m.Invert(M);
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return Multiply_Inverse(Source,m);
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}
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#if defined(TEST_CLASS)
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# include "normal.tcp"
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#endif
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