Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
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//===========================================================================//
// File: motion.cc //
// Project: MUNGA Brick: Math Library //
// Contents: Implementation details for the position class //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/19/95 JMA Initial coding. //
// 01/29/95 JMA Added origin concatenation //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "StuffHeaders.hpp"
const Motion3D
Motion3D::Identity(Vector3D(0.0f, 0.0f, 0.0f), Vector3D(0.0f, 0.0f, 0.0f));
Motion3D::Motion3D(const Motion3D& motion)
{
Check_Pointer(this);
Check_Object(&motion);
angularMotion = motion.angularMotion;
linearMotion = motion.linearMotion;
}
//
//###########################################################################
//###########################################################################
//
Motion3D&
Motion3D::operator=(const Motion3D &motion)
{
Check_Pointer(this);
Check_Object(&motion);
angularMotion = motion.angularMotion;
linearMotion = motion.linearMotion;
return *this;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
Stuff::Close_Enough(
const Motion3D &a1,
const Motion3D &a2,
Scalar e
)
{
Check_Object(&a1);
Check_Object(&a2);
return
Close_Enough(a1.linearMotion, a2.linearMotion, e)
&& Close_Enough(a1.angularMotion, a2.angularMotion, e);
}
//
//###########################################################################
//###########################################################################
//
Motion3D&
Motion3D::AddScaled(
const Motion3D& source,
const Motion3D& delta,
Scalar t
)
{
Check_Pointer(this);
Check_Object(&source);
Check_Object(&delta);
Verify(t >= 0.0f);
linearMotion.AddScaled(source.linearMotion, delta.linearMotion, t);
angularMotion.AddScaled(source.angularMotion, delta.angularMotion, t);
return *this;
}
//
//###########################################################################
//###########################################################################
//
#if !defined(Spew)
void
Spew(
const char *group,
const Motion3D& motion
)
{
Check_Object(&motion);
SPEW((group, "{+"));
Spew(group, motion.linearMotion);
SPEW((group, ",+"));
Spew(group, motion.angularMotion);
SPEW((group, "}+"));
}
#endif
//
//###########################################################################
//###########################################################################
//
void
Motion3D::TestInstance() const
{
Check_Object(&angularMotion);
}