Files
TeslaRel410/CODE/RP/MUNGA/ORIGIN.TCP
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

68 lines
1.9 KiB
Plaintext

//===========================================================================//
// File: origin.tst //
// Project: MUNGA Brick: Math Library //
// Contents: Implementation details for the position 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(LINMTRX_HPP)
#include <linmtrx.hpp>
#endif
//
//###########################################################################
//###########################################################################
//
Logical
Origin::TestClass()
{
DEBUG_STREAM << "Starting Origin test...\n";
Point3D p(1.0f,2.0f,3.0f);
Quaternion q(0.0f, 1.0f, 0.0f, 0.0f);
Quaternion r;
r = q;
const Origin
a(p,r);
Origin
b;
Quaternion t;
t = a.angularPosition;
Test(
a.linearPosition == p
&& t.x == q.x
&& t.w == q.w
);
LinearMatrix
m;
m = a;
b = m;
t = b;
Test(
a.linearPosition == b.linearPosition
&& t.y == q.y
);
b = Point3D(3.0f,2.0f,1.0f);
p = b;
Test(p == Point3D(3.0f,2.0f,1.0f));
Quaternion s(1.0f, 0.0f, 0.0f, 0.0f);
b = s;
q = b;
Test(q.x == s.x && q.y == s.y && q.z == s.z && q.w == s.w);
return True;
}