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.
111 lines
3.4 KiB
C++
111 lines
3.4 KiB
C++
//===========================================================================//
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// File: mtrxstk.cc //
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// Project: MUNGA Brick: Math Library //
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// Contents: Interface specification for the matrix class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/21/94 JMA Initial coding. //
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// 12/01/94 JMA Changed Matrix to FullMatrix, based both matrix classes on //
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// Matrix44Base //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "StuffHeaders.hpp"
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AffinerMatrix4DStack&
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AffinerMatrix4DStack::Concatenate(const AffineMatrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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AffineMatrix4D *old_top = Peek();
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Check_Object(old_top);
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AffineMatrix4D *new_top = Cast_Pointer(AffineMatrix4D*, MemoryStack::Push());
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new_top->Multiply(matrix, *old_top);
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return *this;
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}
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AffineMatrix4D&
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AffinerMatrix4DStack::Push(const AffineMatrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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AffineMatrix4D *new_top = Cast_Pointer(AffineMatrix4D*, MemoryStack::Push());
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return *new_top = matrix;
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}
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LinearMatrix4DStack&
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LinearMatrix4DStack::Concatenate(const LinearMatrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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LinearMatrix4D *old_top = Peek();
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Check_Object(old_top);
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LinearMatrix4D *new_top = Cast_Pointer(LinearMatrix4D*, MemoryStack::Push());
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new_top->Multiply(matrix, *old_top);
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return *this;
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}
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LinearMatrix4D&
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LinearMatrix4DStack::Push(const LinearMatrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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LinearMatrix4D *new_top = Cast_Pointer(LinearMatrix4D*, MemoryStack::Push());
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return *new_top = matrix;
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}
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Matrix4DStack&
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Matrix4DStack::Concatenate(const Matrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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Matrix4D *old_top = Peek();
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Check_Object(old_top);
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Matrix4D *new_top = Cast_Pointer(Matrix4D*, MemoryStack::Push());
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new_top->Multiply(matrix, *old_top);
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return *this;
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}
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Matrix4DStack&
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Matrix4DStack::Concatenate(const AffineMatrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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Matrix4D *old_top = Peek();
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Check_Object(old_top);
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Matrix4D *new_top = Cast_Pointer(Matrix4D*, MemoryStack::Push());
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new_top->Multiply(matrix, *old_top);
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return *this;
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}
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Matrix4D&
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Matrix4DStack::Push(const Matrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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Matrix4D *new_top = Cast_Pointer(Matrix4D*, MemoryStack::Push());
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return *new_top = matrix;
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}
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Matrix4D&
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Matrix4DStack::Push(const AffineMatrix4D& matrix)
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{
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Check_Object(this);
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Check_Object(&matrix);
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Matrix4D *new_top = Cast_Pointer(Matrix4D*, MemoryStack::Push());
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return *new_top = matrix;
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}
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