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.
64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
//===========================================================================//
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// File: origin.tst //
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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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// 11/19/94 JMA Initial coding. //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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//
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//###########################################################################
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//###########################################################################
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//
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bool
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Origin3D::TestClass()
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{
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SPEW((GROUP_STUFF_TEST, "Starting Origin3D test..."));
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Point3D p(1.0f,2.0f,3.0f);
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UnitQuaternion q(0.0f, 1.0f, 0.0f, 0.0f);
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UnitQuaternion r;
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r = q;
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const Origin3D
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a(p,r);
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Origin3D
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b;
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UnitQuaternion t;
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t = a.angularPosition;
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Verify(
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a.linearPosition == p
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&& t.x == q.x
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&& t.w == q.w
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);
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LinearMatrix4D
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m;
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m = a;
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b = m;
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t = b;
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Verify(
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a.linearPosition == b.linearPosition
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&& t.y == q.y
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);
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#if 0
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b = Point3D(3.0f,2.0f,1.0f);
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p = b;
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Verify(p == Point3D(3.0f,2.0f,1.0f));
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#endif
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return true;
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}
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