Files
TeslaRel410/CODE/RP/MUNGA/NORMAL.CPP
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

70 lines
2.1 KiB
C++

//===========================================================================//
// File: normal.cc //
// Project: MUNGA Brick: Math Library //
// Contents: Implementation details for the normal class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 11/19/94 JMA Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <munga.hpp>
#pragma hdrstop
#if !defined(NORMAL_HPP)
#include <normal.hpp>
#endif
#if !defined(AFFNMTRX_HPP)
#include <affnmtrx.hpp>
#endif
//
//#############################################################################
//#############################################################################
//
Normal&
Normal::Multiply_Inverse(
const Normal &Source,
const AffineMatrix &M
)
{
Check(this);
Check(&Source);
Check(&M);
x = Source.x*M(0,0) + Source.y*M(0,1) + Source.z*M(0,2);
y = Source.x*M(1,0) + Source.y*M(1,1) + Source.z*M(1,2);
z = Source.x*M(2,0) + Source.y*M(2,1) + Source.z*M(2,2);
return *this;
}
//
//#############################################################################
//#############################################################################
//
Normal&
Normal::Multiply(
const Normal &Source,
const AffineMatrix &M
)
{
Check(this);
Check(&Source);
Check(&M);
AffineMatrix m;
m.Invert(M);
return Multiply_Inverse(Source,m);
}
#if defined(TEST_CLASS)
# include "normal.tcp"
#endif