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: vector3d.cc //
// Project: MUNGA Brick: Math Library //
// Contents: Implementation details for vector classes //
//---------------------------------------------------------------------------//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "StuffHeaders.hpp"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
const Vector3D
Vector3D::Identity(0.0f, 0.0f, 0.0f);
const Vector3D
Vector3D::Forward(FORWARD_X, FORWARD_Y, FORWARD_Z);
const Vector3D
Vector3D::Backward(BACKWARD_X, BACKWARD_Y, BACKWARD_Z);
const Vector3D
Vector3D::Left(LEFT_X, LEFT_Y, LEFT_Z);
const Vector3D
Vector3D::Right(RIGHT_X, RIGHT_Y, RIGHT_Z);
const Vector3D
Vector3D::Up(UP_X, UP_Y, UP_Z);
const Vector3D
Vector3D::Down(DOWN_X, DOWN_Y, DOWN_Z);
//
//###########################################################################
//###########################################################################
//
bool
Stuff::Close_Enough(
const Vector3D &V1,
const Vector3D &V2,
Scalar e
)
{
Check_Object(&V1);
Check_Object(&V2);
Vector3D v(V1.x-V2.x,V1.y-V2.y,V1.z-V2.z);
return Small_Enough(v, e);
}
//
//###########################################################################
//###########################################################################
//
Vector3D&
Vector3D::operator=(const UnitQuaternion &q)
{
Check_Pointer(this);
Check_Object(&q);
Scalar sine_of_half = Sqrt(q.x*q.x + q.y*q.y + q.z*q.z);
if (Small_Enough(sine_of_half))
{
return *this = Identity;
}
SinCosPair half_angle(sine_of_half, q.w);
Radian angle;
angle = half_angle;
Scalar len = angle * 2.0f / sine_of_half;
x = q.x * len;
y = q.y * len;
z = q.z * len;
return *this;
}
//
//#############################################################################
//#############################################################################
//
Vector3D&
Vector3D::operator=(const YawPitchRange &polar)
{
Check_Object(this);
Check_Object(&polar);
Verify(
Vector3D::Forward.z == 1.0f
&& Vector3D::Left.x == 1.0f
&& Vector3D::Up.y == 1.0f
);
SinCosPair azimuth(polar.yaw);
SinCosPair altitude(polar.pitch);
y = -polar.range * altitude.sine;
Scalar len = polar.range * altitude.cosine;
x = len * azimuth.sine;
z = len * azimuth.cosine;
return *this;
}
//
//###########################################################################
//###########################################################################
//
Vector3D&
Vector3D::Multiply(const Vector3D& v,const AffineMatrix4D& m)
{
Check_Pointer(this);
Check_Object(&v);
Check_Object(&m);
Verify(this != &v);
x = v.x*m(0,0) + v.y*m(1,0) + v.z*m(2,0);
y = v.x*m(0,1) + v.y*m(1,1) + v.z*m(2,1);
z = v.x*m(0,2) + v.y*m(1,2) + v.z*m(2,2);
return *this;
}
//
//###########################################################################
//###########################################################################
//
Vector3D&
Vector3D::MultiplyByInverse(
const Vector3D& v,
const LinearMatrix4D& m
)
{
Check_Pointer(this);
Check_Object(&v);
Check_Object(&m);
Verify(this != &v);
x = v.x*m(0,0) + v.y*m(0,1) + v.z*m(0,2);
y = v.x*m(1,0) + v.y*m(1,1) + v.z*m(1,2);
z = v.x*m(2,0) + v.y*m(2,1) + v.z*m(2,2);
return *this;
}
//
//###########################################################################
//###########################################################################
//
#if !defined(Spew)
void
Spew(
const char* group,
const Vector3D &vector
)
{
Check_Object(&vector);
SPEW((group, "<%4f,%4f,%4f>+", vector.x, vector.y, vector.z));
}
#endif