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>
163 lines
3.8 KiB
C++
163 lines
3.8 KiB
C++
//===========================================================================//
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// File: rect2d.cc //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for vector classes //
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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 (copied from vector3d.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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(RECT2D_HPP)
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# include <rect2d.hpp>
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#endif
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//
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//------------------------------------------------------------------------
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// Creators
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//------------------------------------------------------------------------
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//
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Rectangle2D::Rectangle2D()
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{
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MakeEmpty(); // uninitialized rectangles should be "empty"
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}
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Rectangle2D::Rectangle2D(
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Vector2DOf<int> bl,
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Vector2DOf<int> tr
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)
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{
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bottomLeft = bl;
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topRight = tr;
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}
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Rectangle2D::Rectangle2D(
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int x1, int y1, int x2, int y2
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)
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{
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bottomLeft.x = x1;
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bottomLeft.y = y1;
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topRight.x = x2;
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topRight.y = y2;
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}
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//
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//------------------------------------------------------------------------
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// Union (returns bounding rectangle)
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//------------------------------------------------------------------------
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//
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void
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Rectangle2D::Union(
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const Rectangle2D& r1,
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const Rectangle2D& r2
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)
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{
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Check(this);
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Check(&r1);
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Check(&r2);
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if (r1.IsEmpty())
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{
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if (r2.IsEmpty())
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{
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MakeEmpty();
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}
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else
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{
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bottomLeft = r2.bottomLeft;
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topRight = r2.topRight;
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}
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}
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else
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{
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if (r2.IsEmpty())
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{
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bottomLeft = r1.bottomLeft;
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topRight = r1.topRight;
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}
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else
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{
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bottomLeft.x = Min(r1.bottomLeft.x, r2.bottomLeft.x);
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bottomLeft.y = Min(r1.bottomLeft.y, r2.bottomLeft.y);
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topRight.x = Max(r1.topRight.x, r2.topRight.x);
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topRight.y = Max(r1.topRight.y, r2.topRight.y);
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}
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}
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}
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//
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//------------------------------------------------------------------------
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// Intersection (returns overlapping section)
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//------------------------------------------------------------------------
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//
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void
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Rectangle2D::Intersection(
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const Rectangle2D& r1,
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const Rectangle2D& r2
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)
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{
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Check(this);
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Check(&r1);
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Check(&r2);
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if (r1.IsEmpty())
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{
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MakeEmpty();
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}
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else
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{
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if (r2.IsEmpty())
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{
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MakeEmpty();
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}
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else
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{
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bottomLeft.x = Max(r1.bottomLeft.x, r2.bottomLeft.x);
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bottomLeft.y = Max(r1.bottomLeft.y, r2.bottomLeft.y);
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topRight.x = Min(r1.topRight.x, r2.topRight.x);
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topRight.y = Min(r1.topRight.y, r2.topRight.y);
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}
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}
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}
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//
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//------------------------------------------------------------------------
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// Output stream operator
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//------------------------------------------------------------------------
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//
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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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{
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Check(&r);
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return Stream << '(' << r.bottomLeft << ',' << r.topRight << ')';
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}
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//
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//------------------------------------------------------------------------
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// TestInstance
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//------------------------------------------------------------------------
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//
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Logical
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Rectangle2D::TestInstance() const
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{
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return True;
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}
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#if defined(TEST_CLASS)
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# include "rect2d.tcp"
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#endif
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