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
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//===========================================================================//
// File: unitvec.hh //
// Project: MUNGA Brick: Math Library //
// Contents: Interface specification for unit vector 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "Stuff.hpp"
#include "Vector3D.hpp"
namespace Stuff {
//~~~~~~~~~~~~~~~~~~~~~~~~~~ UnitVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LinearMatrix4D;
class UnitVector3D:
public Vector3D
{
public:
//
// Constructors
//
UnitVector3D()
{}
UnitVector3D(
Scalar x,
Scalar y,
Scalar z
):
Vector3D(x,y,z)
{}
UnitVector3D(const UnitVector3D &v):
Vector3D(v)
{}
explicit UnitVector3D(const Vector3D &v)
{*this = v;}
static const UnitVector3D
Forward;
static const UnitVector3D
Backward;
static const UnitVector3D
Left;
static const UnitVector3D
Right;
static const UnitVector3D
Up;
static const UnitVector3D
Down;
//
// Assignment operators
//
UnitVector3D&
operator=(const UnitVector3D &vector)
{Check_Object(&vector); Vector3D::operator=(vector); return *this;}
UnitVector3D&
operator=(const Vector3D& v)
{Vector3D::Normalize(v); return *this;}
//
// Math operations
//
UnitVector3D&
Negate(const UnitVector3D &v)
{Check_Object(&v); Vector3D::Negate(v); return *this;}
Scalar
operator*(const Vector3D& v) const
{return Vector3D::operator*(v);}
//
// Transforms
//
UnitVector3D& Multiply(
const UnitVector3D &v,
const LinearMatrix4D &m
);
UnitVector3D&
operator*=(const LinearMatrix4D &m);
UnitVector3D&
MultiplyByInverse(
const UnitVector3D &v,
const LinearMatrix4D &m
)
{Vector3D::MultiplyByInverse(v,m); return *this;}
//
// Template support
//
UnitVector3D&
Lerp(
const UnitVector3D& v1,
const UnitVector3D& v2,
Scalar t
);
//
// Support functions
//
void
TestInstance() const;
static bool
TestClass();
private:
static const UnitVector3D identity;
UnitVector3D& Negate(const Vector3D &V);
UnitVector3D& Add(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& operator+=(const Vector3D& V);
UnitVector3D& Subtract(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& operator-=(const Vector3D& V);
UnitVector3D& Cross(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& Multiply(const Vector3D& V,Scalar Scale);
UnitVector3D& operator*=(Scalar Value);
UnitVector3D& Multiply(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& operator*=(const Vector3D &V);
UnitVector3D& Multiply(const Vector3D &Source, const AffineMatrix4D &M);
UnitVector3D& MultiplyByInverse(const Vector3D &Source, const LinearMatrix4D &M);
UnitVector3D& Divide(const Vector3D& V,Scalar Scale);
UnitVector3D& operator/=(Scalar Value);
UnitVector3D& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
};
inline UnitVector3D&
UnitVector3D::Multiply(
const UnitVector3D &v,
const LinearMatrix4D &m
)
{Check_Object(&v); Vector3D::Multiply((Vector3D &) v, (AffineMatrix4D &) m); return *this;}
inline UnitVector3D&
UnitVector3D::operator*=(const LinearMatrix4D &m)
{UnitVector3D src(*this); return Multiply(src, m);}
}