mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
TEdgeSegment v1.
This commit is contained in:
parent
dbb69d8976
commit
0258363287
@ -172,9 +172,12 @@
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<ClInclude Include="TBall.h" />
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<ClInclude Include="TBall.h" />
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<ClInclude Include="TBlocker.h" />
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<ClInclude Include="TBlocker.h" />
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<ClInclude Include="TBumper.h" />
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<ClInclude Include="TBumper.h" />
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<ClInclude Include="TCircle.h" />
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<ClInclude Include="TCollisionComponent.h" />
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<ClInclude Include="TComponentGroup.h" />
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<ClInclude Include="TComponentGroup.h" />
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<ClInclude Include="TDemo.h" />
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<ClInclude Include="TDemo.h" />
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<ClInclude Include="TDrain.h" />
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<ClInclude Include="TDrain.h" />
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<ClInclude Include="TEdgeSegment.h" />
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<ClInclude Include="TFlagSpinner.h" />
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<ClInclude Include="TFlagSpinner.h" />
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<ClInclude Include="TFlipper.h" />
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<ClInclude Include="TFlipper.h" />
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<ClInclude Include="TGate.h" />
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<ClInclude Include="TGate.h" />
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@ -185,6 +188,7 @@
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<ClInclude Include="TLightBargraph.h" />
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<ClInclude Include="TLightBargraph.h" />
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<ClInclude Include="TLightGroup.h" />
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<ClInclude Include="TLightGroup.h" />
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<ClInclude Include="TLightRollover.h" />
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<ClInclude Include="TLightRollover.h" />
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<ClInclude Include="TLine.h" />
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<ClInclude Include="TOneway.h" />
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<ClInclude Include="TOneway.h" />
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<ClInclude Include="TPinballComponent.h" />
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<ClInclude Include="TPinballComponent.h" />
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<ClInclude Include="TPinballTable.h" />
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<ClInclude Include="TPinballTable.h" />
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@ -228,9 +232,12 @@
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<ClCompile Include="TBall.cpp" />
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<ClCompile Include="TBall.cpp" />
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<ClCompile Include="TBlocker.cpp" />
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<ClCompile Include="TBlocker.cpp" />
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<ClCompile Include="TBumper.cpp" />
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<ClCompile Include="TBumper.cpp" />
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<ClCompile Include="TCircle.cpp" />
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<ClCompile Include="TCollisionComponent.cpp" />
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<ClCompile Include="TComponentGroup.cpp" />
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<ClCompile Include="TComponentGroup.cpp" />
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<ClCompile Include="TDemo.cpp" />
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<ClCompile Include="TDemo.cpp" />
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<ClCompile Include="TDrain.cpp" />
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<ClCompile Include="TDrain.cpp" />
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<ClCompile Include="TEdgeSegment.cpp" />
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<ClCompile Include="TFlagSpinner.cpp" />
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<ClCompile Include="TFlagSpinner.cpp" />
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<ClCompile Include="TFlipper.cpp" />
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<ClCompile Include="TFlipper.cpp" />
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<ClCompile Include="TGate.cpp" />
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<ClCompile Include="TGate.cpp" />
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@ -241,6 +248,7 @@
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<ClCompile Include="TLightBargraph.cpp" />
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<ClCompile Include="TLightBargraph.cpp" />
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<ClCompile Include="TLightGroup.cpp" />
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<ClCompile Include="TLightGroup.cpp" />
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<ClCompile Include="TLightRollover.cpp" />
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<ClCompile Include="TLightRollover.cpp" />
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<ClCompile Include="TLine.cpp" />
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<ClCompile Include="TOneway.cpp" />
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<ClCompile Include="TOneway.cpp" />
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<ClCompile Include="TPinballComponent.cpp" />
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<ClCompile Include="TPinballComponent.cpp" />
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<ClCompile Include="TPinballTable.cpp" />
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<ClCompile Include="TPinballTable.cpp" />
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@ -19,6 +19,18 @@
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<Filter Include="Source Files\PinballComponents">
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<Filter Include="Source Files\PinballComponents">
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<UniqueIdentifier>{33813da8-81ac-449c-b19a-9756272519b9}</UniqueIdentifier>
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<UniqueIdentifier>{33813da8-81ac-449c-b19a-9756272519b9}</UniqueIdentifier>
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</Filter>
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</Filter>
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<Filter Include="Header Files\TEdgeSegment">
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<UniqueIdentifier>{0aa40751-a44a-400e-8809-ee817161e8e0}</UniqueIdentifier>
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</Filter>
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<Filter Include="Source Files\TEdgeSegment">
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<UniqueIdentifier>{d70e7fca-2294-41a4-9cf8-78052bdb9aa4}</UniqueIdentifier>
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</Filter>
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<Filter Include="Source Files\TCollisionComponent">
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<UniqueIdentifier>{01aed326-d2ec-457a-b99f-08ef32ed97fa}</UniqueIdentifier>
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</Filter>
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<Filter Include="Header Files\TCollisionComponent">
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<UniqueIdentifier>{7ed2796a-da4b-4edd-8783-53e45d8d1c88}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="pch.h">
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<ClInclude Include="pch.h">
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@ -168,6 +180,18 @@
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<ClInclude Include="zdrv.h">
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<ClInclude Include="zdrv.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="TEdgeSegment.h">
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<Filter>Header Files\TEdgeSegment</Filter>
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</ClInclude>
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<ClInclude Include="TCollisionComponent.h">
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<Filter>Header Files\TCollisionComponent</Filter>
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</ClInclude>
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<ClInclude Include="TCircle.h">
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<Filter>Header Files\TEdgeSegment</Filter>
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</ClInclude>
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<ClInclude Include="TLine.h">
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<Filter>Header Files\TEdgeSegment</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="pch.cpp">
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<ClCompile Include="pch.cpp">
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@ -314,6 +338,18 @@
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<ClCompile Include="zdrv.cpp">
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<ClCompile Include="zdrv.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="TEdgeSegment.cpp">
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<Filter>Source Files\TEdgeSegment</Filter>
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</ClCompile>
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<ClCompile Include="TCollisionComponent.cpp">
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<Filter>Source Files\TCollisionComponent</Filter>
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</ClCompile>
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<ClCompile Include="TCircle.cpp">
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<Filter>Source Files\TEdgeSegment</Filter>
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</ClCompile>
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<ClCompile Include="TLine.cpp">
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<Filter>Source Files\TEdgeSegment</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Natvis Include="NatvisFile.natvis" />
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<Natvis Include="NatvisFile.natvis" />
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16
SpaceCadetPinball/TCircle.cpp
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16
SpaceCadetPinball/TCircle.cpp
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@ -0,0 +1,16 @@
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#include "pch.h"
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#include "TCircle.h"
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TCircle::TCircle(TCollisionComponent* collComp, char* someFlagPtr, unsigned visualFlag, float* floatArr,
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float radius): TEdgeSegment(collComp, someFlagPtr, visualFlag)
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{
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Circle.RadiusSq = radius * radius;
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Circle.X = *floatArr;
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Circle.Y = floatArr[1];
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Circle.Unknown2 = floatArr[2];
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}
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double TCircle::FindCollisionDistance(ray_type* ray)
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{
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return maths::ray_intersect_circle(ray, &Circle);
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}
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12
SpaceCadetPinball/TCircle.h
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12
SpaceCadetPinball/TCircle.h
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@ -0,0 +1,12 @@
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#pragma once
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#include "maths.h"
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#include "TEdgeSegment.h"
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class TCircle :
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public TEdgeSegment
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{
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circle_type Circle;
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TCircle(TCollisionComponent* collComp, char* someFlagPtr, unsigned int visualFlag, float* floatArr, float radius);
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double FindCollisionDistance(ray_type* ray) override;
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};
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2
SpaceCadetPinball/TCollisionComponent.cpp
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2
SpaceCadetPinball/TCollisionComponent.cpp
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@ -0,0 +1,2 @@
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#include "pch.h"
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#include "TCollisionComponent.h"
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5
SpaceCadetPinball/TCollisionComponent.h
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5
SpaceCadetPinball/TCollisionComponent.h
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@ -0,0 +1,5 @@
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#pragma once
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class TCollisionComponent
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{
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};
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10
SpaceCadetPinball/TEdgeSegment.cpp
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10
SpaceCadetPinball/TEdgeSegment.cpp
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@ -0,0 +1,10 @@
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#include "pch.h"
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#include "TEdgeSegment.h"
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TEdgeSegment::TEdgeSegment(TCollisionComponent* collComp, char* someFlag, unsigned visualFlag)
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{
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this->CollisionComponent = collComp;
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this->PinbCompFlag2Ptr = someFlag;
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this->VisualFlag = visualFlag;
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this->Unknown3_0 = 0;
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}
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23
SpaceCadetPinball/TEdgeSegment.h
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23
SpaceCadetPinball/TEdgeSegment.h
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@ -0,0 +1,23 @@
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#pragma once
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#include "TCollisionComponent.h"
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#include "maths.h"
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#include "TBall.h"
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class TEdgeSegment
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{
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public:
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TCollisionComponent* CollisionComponent;
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char* PinbCompFlag2Ptr;
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char Unknown3_0;
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char Unknown3_1;
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char Unknown3_2;
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char Unknown3_3;
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char Unknown4;
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int VisualFlag;
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TEdgeSegment(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag);
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//virtual ~TEdgeSegment() = 0;
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virtual void place_in_grid() = 0;
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virtual double FindCollisionDistance(ray_type* ray) = 0;
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virtual void EdgeCollision(TBall* ball, float coef) = 0;
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};
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38
SpaceCadetPinball/TLine.cpp
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38
SpaceCadetPinball/TLine.cpp
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@ -0,0 +1,38 @@
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#include "pch.h"
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#include "TLine.h"
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TLine::TLine(TCollisionComponent* collCmp, char* flagPtr, unsigned int visualFlag, float x0, float y0, float x1,
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float y1): TEdgeSegment(collCmp, flagPtr, visualFlag)
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{
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Start.X = x0;
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Start.Y = y0;
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End.X = x1;
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End.Y = y1;
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maths::line_init(&Line, x0, y0, x1, y1);
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}
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TLine::TLine(TCollisionComponent* collCmp, char* flagPtr, unsigned int visualFlag, struct vector_type* start,
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struct vector_type* end) : TEdgeSegment(collCmp, flagPtr, visualFlag)
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{
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Start = *start;
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End = *end;
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maths::line_init(&Line, Start.X, Start.Y, End.X, End.Y);
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}
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void TLine::Offset(float offset)
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{
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float offX = offset * Line.PerpendicularL.X;
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float offY = offset * Line.PerpendicularL.Y;
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Start.X += offX;
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Start.Y += offY;
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End.X += offX;
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End.Y += offY;
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maths::line_init(&Line, Start.X, Start.Y, End.X, End.Y);
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}
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double TLine::FindCollisionDistance(ray_type* ray)
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{
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return maths::ray_intersect_line(ray, &Line);
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}
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17
SpaceCadetPinball/TLine.h
Normal file
17
SpaceCadetPinball/TLine.h
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@ -0,0 +1,17 @@
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#pragma once
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#include "maths.h"
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#include "TEdgeSegment.h"
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class TLine :
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public TEdgeSegment
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{
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public:
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line_type Line;
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vector_type Start;
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vector_type End;
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TLine(TCollisionComponent* collCmp, char* flagPtr, unsigned int visualFlag, float x0, float y0, float x1, float y1);
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TLine(TCollisionComponent* collCmp, char* flagPtr, unsigned int visualFlag, struct vector_type* start,
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struct vector_type* end);
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void Offset(float offset);
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double FindCollisionDistance(ray_type* ray) override;
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};
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@ -83,7 +83,6 @@ int maths::overlapping_box(rectangle_type* rect1, rectangle_type* rect2, rectang
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{
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{
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int v3; // esi
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int v3; // esi
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int v4; // edi
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int v4; // edi
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int v5; // esi
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int v6; // esi
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int v6; // esi
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int v7; // edi
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int v7; // edi
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v4 = rect2->XPosition;
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v4 = rect2->XPosition;
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}
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}
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dstRect->Width = v3 + v4 + 1;
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dstRect->Width = v3 + v4 + 1;
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v5 = rect1->YPosition;
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int v5 = rect1->YPosition;
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if (v5 >= rect2->YPosition)
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if (v5 >= rect2->YPosition)
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{
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{
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dstRect->YPosition = rect2->YPosition;
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dstRect->YPosition = rect2->YPosition;
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dstRect->Height = v6 + v7 + 1;
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dstRect->Height = v6 + v7 + 1;
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return dstRect->Width <= rect2->Width + rect1->Width && dstRect->Height <= rect2->Height + rect1->Height;
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return dstRect->Width <= rect2->Width + rect1->Width && dstRect->Height <= rect2->Height + rect1->Height;
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}
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}
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float maths::ray_intersect_circle(ray_type* ray, circle_type* circle)
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{
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// O - ray origin
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// D - ray direction
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// C - circle center
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// R - circle radius
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// L, C - O, vector between O and C
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float Lx = circle->X - ray->Origin.X;
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float Ly = circle->Y - ray->Origin.Y;
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// Tca, L dot D, projection of L on D
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float Tca = Ly * ray->Direction.Y + Lx * ray->Direction.X;
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if (Tca < 0.0) // No intersection if Tca is negative
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return 1000000000.0f;
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// L dot L, distance from ray origin to circle center
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float LMagSq = Ly * Ly + Lx * Lx;
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// If ray origin is inside of the circle
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// T0 = Tca - Sqrt(rad^2 - d^2). d = sqrt(L dot L - Tca dot Tca)
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if (LMagSq < circle->RadiusSq)
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return Tca - sqrt(circle->RadiusSq - LMagSq + Tca * Tca);
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// Thc^2 = rad^2 - d = rad^2 - L dot L + Tca dot Tca
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float ThcSq = circle->RadiusSq - LMagSq + Tca * Tca;
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if (ThcSq < 0.0) // No intersection if Thc is negative
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return 1000000000.0f;
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// T0 = Tca - Thc, distance from origin to first intersection
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float T0 = Tca - sqrt(ThcSq);
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if (T0 < 0.0 || T0 > ray->MaxDistance)
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return 1000000000.0f;
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return T0;
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}
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float maths::normalize_2d(vector_type* vec)
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{
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float mag = sqrt(vec->X * vec->X + vec->Y * vec->Y);
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if (0.0 != mag)
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{
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vec->X = 1.0f / mag * vec->X;
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vec->Y = 1.0f / mag * vec->Y;
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}
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return mag;
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}
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void maths::line_init(line_type* line, float x0, float y0, float x1, float y1)
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{
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float v9; // st7
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bool lineDirection; // pf
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float v11; // eax
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line->Direction.X = x1 - x0;
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line->Direction.Y = y1 - y0;
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normalize_2d(&line->Direction);
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line->PerpendicularL.X = line->Direction.Y;
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line->PerpendicularL.Y = -line->Direction.X;
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line->PreComp1 = -(line->Direction.Y * x0) + (line->Direction.X * y0);
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if (line->Direction.X >= 0.000000001 || line->Direction.X <= -0.000000001)
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{
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v9 = x1;
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lineDirection = x0 >= x1;
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v11 = x0;
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}
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else
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{
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||||||
|
line->Direction.X = 0.0;
|
||||||
|
v9 = y1;
|
||||||
|
lineDirection = y0 >= y1;
|
||||||
|
v11 = y0;
|
||||||
|
}
|
||||||
|
if (lineDirection)
|
||||||
|
{
|
||||||
|
line->Origin.X = v9;
|
||||||
|
line->Origin.Y = v11;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
line->Origin.Y = v9;
|
||||||
|
line->Origin.X = v11;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float maths::ray_intersect_line(ray_type* ray, line_type* line)
|
||||||
|
{
|
||||||
|
// Similar to https://rootllama.wordpress.com/2014/06/20/ray-line-segment-intersection-test-in-2d/
|
||||||
|
float perpDot; // st7
|
||||||
|
float result; // st7
|
||||||
|
float v4; // st6
|
||||||
|
bool v5; // c0
|
||||||
|
bool v6; // c3
|
||||||
|
float v7; // st6
|
||||||
|
|
||||||
|
perpDot = line->PerpendicularL.Y * ray->Direction.Y + ray->Direction.X * line->PerpendicularL.X;
|
||||||
|
if (perpDot < 0.0)
|
||||||
|
{
|
||||||
|
result = -((ray->Origin.X * line->PerpendicularL.X + ray->Origin.Y * line->PerpendicularL.Y + line->PreComp1)
|
||||||
|
/ perpDot);
|
||||||
|
if (result >= -ray->Unknown7 && result <= ray->MaxDistance)
|
||||||
|
{
|
||||||
|
line->Unknown9 = result * ray->Direction.X + ray->Origin.X;
|
||||||
|
v4 = result * ray->Direction.Y + ray->Origin.Y;
|
||||||
|
line->Unknown10 = v4;
|
||||||
|
if (0.0 == line->Direction.X)
|
||||||
|
{
|
||||||
|
if (v4 >= line->Origin.X)
|
||||||
|
{
|
||||||
|
v5 = v4 < line->Origin.Y;
|
||||||
|
v6 = v4 == line->Origin.Y;
|
||||||
|
if (v5 || v6)
|
||||||
|
return result;
|
||||||
|
return 1000000000.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (line->Origin.X <= line->Unknown9)
|
||||||
|
{
|
||||||
|
v7 = line->Unknown9;
|
||||||
|
v5 = v7 < line->Origin.Y;
|
||||||
|
v6 = v7 == line->Origin.Y;
|
||||||
|
if (v5 || v6)
|
||||||
|
return result;
|
||||||
|
return 1000000000.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return 1000000000.0;
|
||||||
|
}
|
||||||
|
@ -1,5 +1,11 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
struct vector_type
|
||||||
|
{
|
||||||
|
float X;
|
||||||
|
float Y;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
struct __declspec(align(4)) rectangle_type
|
struct __declspec(align(4)) rectangle_type
|
||||||
{
|
{
|
||||||
@ -9,10 +15,46 @@ struct __declspec(align(4)) rectangle_type
|
|||||||
int Height;
|
int Height;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct circle_type
|
||||||
|
{
|
||||||
|
float X;
|
||||||
|
float Y;
|
||||||
|
float Unknown2;
|
||||||
|
float RadiusSq;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct __declspec(align(4)) ray_type
|
||||||
|
{
|
||||||
|
vector_type Origin;
|
||||||
|
float Unknown2;
|
||||||
|
vector_type Direction;
|
||||||
|
float Unknown5;
|
||||||
|
float MaxDistance;
|
||||||
|
float Unknown7;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct __declspec(align(4)) line_type
|
||||||
|
{
|
||||||
|
vector_type PerpendicularL;
|
||||||
|
float Unknown2;
|
||||||
|
vector_type Direction;
|
||||||
|
float Unknown5;
|
||||||
|
float PreComp1;
|
||||||
|
vector_type Origin;
|
||||||
|
float Unknown9;
|
||||||
|
float Unknown10;
|
||||||
|
float Unknown11;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
class maths
|
class maths
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
static void enclosing_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
|
static void enclosing_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
|
||||||
static int rectangle_clip(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
|
static int rectangle_clip(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
|
||||||
static int overlapping_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
|
static int overlapping_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
|
||||||
|
static float ray_intersect_circle(ray_type* ray, circle_type* circle);
|
||||||
|
static float normalize_2d(vector_type* vec);
|
||||||
|
static void line_init(line_type* line, float x0, float y0, float x1, float y1);
|
||||||
|
static float ray_intersect_line(ray_type* ray, line_type* line);
|
||||||
};
|
};
|
||||||
|
Loading…
Reference in New Issue
Block a user