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.
113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
//===========================================================================//
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// File: motion.cc //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for the position class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/19/95 JMA Initial coding. //
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// 01/29/95 JMA Added origin concatenation //
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//---------------------------------------------------------------------------//
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// Copyright (C) 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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const Motion3D
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Motion3D::Identity(Vector3D(0.0f, 0.0f, 0.0f), Vector3D(0.0f, 0.0f, 0.0f));
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Motion3D::Motion3D(const Motion3D& motion)
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{
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Check_Pointer(this);
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Check_Object(&motion);
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angularMotion = motion.angularMotion;
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linearMotion = motion.linearMotion;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Motion3D&
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Motion3D::operator=(const Motion3D &motion)
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{
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Check_Pointer(this);
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Check_Object(&motion);
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angularMotion = motion.angularMotion;
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linearMotion = motion.linearMotion;
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return *this;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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Stuff::Close_Enough(
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const Motion3D &a1,
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const Motion3D &a2,
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Scalar e
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)
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{
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Check_Object(&a1);
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Check_Object(&a2);
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return
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Close_Enough(a1.linearMotion, a2.linearMotion, e)
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&& Close_Enough(a1.angularMotion, a2.angularMotion, e);
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Motion3D&
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Motion3D::AddScaled(
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const Motion3D& source,
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const Motion3D& delta,
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Scalar t
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)
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{
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Check_Pointer(this);
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Check_Object(&source);
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Check_Object(&delta);
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Verify(t >= 0.0f);
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linearMotion.AddScaled(source.linearMotion, delta.linearMotion, t);
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angularMotion.AddScaled(source.angularMotion, delta.angularMotion, t);
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return *this;
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}
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//
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//###########################################################################
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//###########################################################################
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//
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#if !defined(Spew)
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void
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Spew(
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const char *group,
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const Motion3D& motion
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)
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{
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Check_Object(&motion);
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SPEW((group, "{+"));
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Spew(group, motion.linearMotion);
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SPEW((group, ",+"));
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Spew(group, motion.angularMotion);
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SPEW((group, "}+"));
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}
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#endif
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//
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//###########################################################################
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//###########################################################################
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//
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void
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Motion3D::TestInstance() const
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{
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Check_Object(&angularMotion);
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}
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