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>
117 lines
3.5 KiB
C++
117 lines
3.5 KiB
C++
//===========================================================================//
|
|
// File: normal.hh //
|
|
// Project: MUNGA Brick: Math Library //
|
|
// Contents: Implementation details for the normal class //
|
|
//---------------------------------------------------------------------------//
|
|
// Date Who Modification //
|
|
// -------- --- ---------------------------------------------------------- //
|
|
// 11/19/94 JMA Initial coding. //
|
|
// 12/01/94 JMA Made compatible with SGI CC //
|
|
//---------------------------------------------------------------------------//
|
|
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
|
|
// All Rights reserved worldwide //
|
|
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
|
//===========================================================================//
|
|
|
|
#if !defined(NORMAL_HPP)
|
|
# define NORMAL_HPP
|
|
|
|
# if !defined(UNITVEC_HPP)
|
|
# include <unitvec.hpp>
|
|
# endif
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Normal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
class Normal:
|
|
public UnitVector
|
|
{
|
|
public:
|
|
//
|
|
// Constructors
|
|
//
|
|
Normal()
|
|
{}
|
|
Normal(
|
|
Scalar x,
|
|
Scalar y,
|
|
Scalar z
|
|
):
|
|
UnitVector(x,y,z)
|
|
{}
|
|
Normal(const UnitVector& v):
|
|
UnitVector(v)
|
|
{}
|
|
|
|
//
|
|
// Assignment operators
|
|
//
|
|
Normal&
|
|
operator=(const UnitVector& v)
|
|
{UnitVector::operator=(v); return *this;}
|
|
Normal&
|
|
operator=(const Vector3D& v)
|
|
{Normalize(v); return *this;}
|
|
|
|
//
|
|
// Math operators
|
|
//
|
|
Normal&
|
|
Negate(const Normal &v)
|
|
{Vector3D::Negate(v); return *this;}
|
|
|
|
Scalar
|
|
operator*(const Vector3D& v) const
|
|
{return Vector3D::operator*(v);}
|
|
|
|
Normal& Multiply(
|
|
const Normal &n,
|
|
const LinearMatrix &m
|
|
)
|
|
{UnitVector::Multiply(n,m); return *this;}
|
|
Normal&
|
|
operator*=(const LinearMatrix &M)
|
|
{Normal src(*this); return Multiply(src,M);}
|
|
|
|
//
|
|
// These functions will cause the vector to lose its unit length, thus
|
|
// cause any downstream verifies to fail. We have to be able to only
|
|
// normalize the normal once after all transformations if these are to
|
|
// be of any benefit, so don't use them for now
|
|
Normal&
|
|
Multiply_Inverse(
|
|
const Normal &Source,
|
|
const AffineMatrix &M
|
|
);
|
|
Normal&
|
|
Multiply(
|
|
const Normal &Source,
|
|
const AffineMatrix &M
|
|
);
|
|
|
|
//
|
|
// Support functions
|
|
//
|
|
static Logical
|
|
TestClass();
|
|
|
|
private:
|
|
static const Normal identity;
|
|
Normal& Negate(const Vector3D &V);
|
|
Normal& Add(const Vector3D& V1,const Vector3D& V2);
|
|
Normal& operator+=(const Vector3D& V);
|
|
Normal& Subtract(const Vector3D& V1,const Vector3D& V2);
|
|
Normal& operator-=(const Vector3D& V);
|
|
Normal& Cross(const Vector3D& V1,const Vector3D& V2);
|
|
Normal& Multiply(const Vector3D& V,Scalar Scale);
|
|
Normal& operator*=(Scalar Value);
|
|
Normal& Multiply(const Vector3D& V1,const Vector3D& V2);
|
|
Normal& operator*=(const Vector3D &V);
|
|
Normal& Multiply(const Vector3D &Source, const AffineMatrix &M);
|
|
Normal& operator*=(const AffineMatrix &M);
|
|
Normal& Divide(const Vector3D& V,Scalar Scale);
|
|
Normal& operator/=(Scalar Value);
|
|
Normal& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
|
|
};
|
|
|
|
#endif
|