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>
43 lines
705 B
C++
43 lines
705 B
C++
#if !defined(SPLINE_HPP)
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# define SPLINE_HPP
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# if !defined(AFFNMTRX_HPP)
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# include <affnmtrx.hpp>
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# endif
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class CubicCurve {
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public:
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#if defined(USE_SIGNATURE)
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friend int
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Is_Signature_Bad(const volatile CubicCurve *);
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#endif
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CubicCurve( // Hermite form
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const Point3D& p1,
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const Vector3D& r1,
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const Point3D& p4,
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const Vector3D& r4
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);
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CubicCurve( // Bezier form
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const Point3D& p1,
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const Point3D& p2,
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const Point3D& p3,
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const Point3D& p4
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);
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void
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Evaluate(
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Scalar t,
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Point3D *p,
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Vector3D *v
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);
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Logical
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TestInstance() const;
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protected:
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AffineMatrix
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basisMatrix;
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};
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#endif |