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>
262 lines
6.1 KiB
C++
262 lines
6.1 KiB
C++
//===========================================================================//
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// File: matrix.hh //
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// Project: MUNGA Brick: Math Library //
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// Contents: Interface specification for the matrix class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/21/94 JMA Initial coding. //
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// 12/01/94 JMA Changed Matrix to Matrix4x4, based both matrix classes on //
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// Matrix44Base //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(MATRIX_HPP)
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# define MATRIX_HPP
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# if !defined(SCALAR_HPP)
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# include <scalar.hpp>
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# endif
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class AffineMatrix;
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class TransposedMatrix;
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class Origin;
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class Hinge;
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class EulerAngles;
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class YawPitchRoll;
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class Point3D;
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class Quaternion;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AbstractMatrix4x4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class AbstractMatrix4x4
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{
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public:
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Scalar
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entries[16];
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#if defined(USE_SIGNATURE)
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friend int
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Is_Signature_Bad(const volatile AbstractMatrix4x4 *);
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#endif
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AbstractMatrix4x4&
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operator=(const AbstractMatrix4x4& m);
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Logical
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TestInstance() const;
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protected:
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AbstractMatrix4x4()
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{}
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AbstractMatrix4x4&
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Transpose(const AbstractMatrix4x4 &m);
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Matrix4x4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Matrix4x4:
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public AbstractMatrix4x4
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{
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public:
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static const Matrix4x4
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Identity;
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//
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// Constructors
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//
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Matrix4x4()
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{}
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Matrix4x4&
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BuildIdentity();
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Matrix4x4(int)
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{BuildIdentity();}
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//
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// Assignment operators
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//
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Matrix4x4&
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operator=(const Matrix4x4 &m)
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{
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Check_Pointer(this); Check(&m);
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AbstractMatrix4x4::operator=(m); return *this;
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}
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Matrix4x4&
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operator=(const TransposedMatrix &m);
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Matrix4x4&
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operator=(const AffineMatrix &m);
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Matrix4x4&
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operator=(const Origin &p);
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Matrix4x4&
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operator=(const Hinge &hinge);
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Matrix4x4&
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operator=(const EulerAngles &angles);
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Matrix4x4&
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operator=(const YawPitchRoll &angles);
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Matrix4x4&
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BuildRotation(const Quaternion &q);
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Matrix4x4&
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operator=(const Quaternion &q);
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Matrix4x4&
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BuildTranslation(const Point3D &p);
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Matrix4x4&
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operator=(const Point3D &p);
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//
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// Index operators
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// Note that Matrix4x4 is stored in row major format, not column major,
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// although they are indexed the same
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//
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Scalar&
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operator ()(size_t Row,size_t Column)
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{
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Check_Pointer(this); Warn(Row>3); Warn(Column>3);
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return entries[(Row<<2)+Column];
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}
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const Scalar&
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operator ()(size_t Row,size_t Column) const
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{
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Check_Pointer(this); Warn(Row>3); Warn(Column>3);
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return entries[(Row<<2)+Column];
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}
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//
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// Matrix4x4 Multiplication
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//
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Matrix4x4&
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Multiply(
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const Matrix4x4& Source1,
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const Matrix4x4& Source2
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);
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Matrix4x4&
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operator *=(const Matrix4x4& m)
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{Matrix4x4 temp(*this); return Multiply(temp,m);}
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Matrix4x4&
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Multiply(
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const Matrix4x4& Source1,
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const AffineMatrix &Source2
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);
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Matrix4x4&
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operator *=(const AffineMatrix& m)
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{Matrix4x4 temp(*this); return Multiply(temp,m);}
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Matrix4x4&
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Multiply(
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const AffineMatrix &Source1,
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const Matrix4x4& Source2
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);
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Matrix4x4&
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Multiply(
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const AffineMatrix &Source1,
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const AffineMatrix &Source2
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);
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//
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// Matrix4x4 Inversion
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//
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#if 0
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Matrix4x4&
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Invert(const Matrix4x4& Source);
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Matrix4x4&
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Invert()
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{Matrix4x4 src(*this); return Invert(src);}
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#endif
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//
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// Viewpoint Calculation
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//
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Matrix4x4&
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SetToProjection(
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Scalar Z_Plane,
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Scalar Inv_Q,
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Scalar Dx,
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Scalar Dy,
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Scalar Dz
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);
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Matrix4x4&
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SetToPerspectiveProjection(Scalar Distance)
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{
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Verify(Distance != 0.0);
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return SetToProjection(0.0,1.0/Distance,0.0,0.0,-1.0);
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}
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Matrix4x4&
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SetToOrthogonalProjection()
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{return SetToProjection(0.0,0.0,0.0,0.0,-1.0);}
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friend ostream&
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operator <<(
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ostream& stream,
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const Matrix4x4& Matrix4x4
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);
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static Logical
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TestClass();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Matrix4x4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class TransposedMatrix:
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public AbstractMatrix4x4
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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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TransposedMatrix()
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{}
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//
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// Assignment operators
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//
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TransposedMatrix&
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operator=(const Matrix4x4 &m)
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{
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Check_Pointer(this); Check(&m);
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AbstractMatrix4x4::Transpose(m); return *this;
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}
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TransposedMatrix&
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operator=(const TransposedMatrix &m)
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{
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Check_Pointer(this); Check(&m);
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AbstractMatrix4x4::operator=(m); return *this;
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}
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TransposedMatrix&
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operator=(const AffineMatrix &m);
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//
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// Index operators
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//
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Scalar&
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operator ()(size_t Row,size_t Column)
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{
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Check_Pointer(this); Warn(Row>3); Warn(Column>3);
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return entries[(Column<<2)+Row];
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}
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const Scalar&
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operator ()(size_t Row,size_t Column) const
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{
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Check_Pointer(this); Warn(Row>3); Warn(Column>3);
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return entries[(Column<<2)+Row];
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}
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//
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// Support Functions
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//
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friend ostream&
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operator <<(
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ostream& stream,
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const TransposedMatrix& Matrix4x4
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);
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};
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inline Matrix4x4&
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Matrix4x4::operator=(const TransposedMatrix &m)
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{
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Check_Pointer(this); Check(&m);
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AbstractMatrix4x4::Transpose(m); return *this;
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}
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#endif
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