FT collision part5: cleanup.

This commit is contained in:
Muzychenko Andrey 2023-03-13 08:25:49 +03:00
parent c5acdcd524
commit e0424bed65
11 changed files with 62 additions and 88 deletions

View File

@ -108,11 +108,11 @@ void TBall::not_again(TEdgeSegment* edge)
EdgeCollisionResetFlag = true; EdgeCollisionResetFlag = true;
} }
bool TBall::already_hit(TEdgeSegment* edge) bool TBall::already_hit(const TEdgeSegment& edge) const
{ {
for (int i = 0; i < EdgeCollisionCount; i++) for (int i = 0; i < EdgeCollisionCount; i++)
{ {
if (Collisions[i] == edge) if (Collisions[i] == &edge)
return true; return true;
} }
@ -152,35 +152,29 @@ void TBall::throw_ball(vector3* direction, float angleMult, float speedMult1, fl
void TBall::EdgeCollision(TBall* ball, float distance) void TBall::EdgeCollision(TBall* ball, float distance)
{ {
ball->AsEdgeCollisionFlag = true; ball->CollisionDisabledFlag = true;
vector2 nextPos{ ball->Position.X += ball->Direction.X * distance;
ball->Position.X + ball->Direction.X * distance, ball->Position.Y += ball->Direction.Y * distance;
ball->Position.Y + ball->Direction.Y * distance
},
collDir{nextPos.X - Position.X, nextPos.Y - Position.Y};
maths::normalize_2d(collDir);
vector2 invCollDir{ -collDir.X, -collDir.Y };
ball->Position.X = nextPos.X;
ball->Position.Y = nextPos.Y;
ball->Direction.X *= ball->Speed; ball->Direction.X *= ball->Speed;
ball->Direction.Y *= ball->Speed; ball->Direction.Y *= ball->Speed;
Direction.X *= Speed; Direction.X *= Speed;
Direction.Y *= Speed; Direction.Y *= Speed;
auto coef = -maths::DotProduct(ball->Direction, collDir); // AB - vector from ball to this, BA - from this to ball; collision direction
vector2 v44{collDir.X * coef, collDir.Y * coef}; vector2 AB{ball->Position.X - Position.X, ball->Position.Y - Position.Y};
vector2 v13{ball->Direction.X + v44.X, ball->Direction.Y + v44.Y}; maths::normalize_2d(AB);
vector2 BA{-AB.X, -AB.Y};
coef = -maths::DotProduct(Direction, invCollDir); // Projection = difference between ball directions and collision direction
vector2 v11{invCollDir.X * coef, invCollDir.Y * coef}; auto projAB = -maths::DotProduct(ball->Direction, AB);
vector2 v10{Direction.X + v11.X, Direction.Y + v11.Y}; auto projBA = -maths::DotProduct(Direction, BA);
vector2 delta{AB.X * projAB - BA.X * projBA, AB.Y * projAB - BA.Y * projBA};
ball->Direction.X = -v11.X + v13.X; ball->Direction.X += delta.X;
ball->Direction.Y = -v11.Y + v13.Y; ball->Direction.Y += delta.Y;
ball->Speed = maths::normalize_2d(ball->Direction); ball->Speed = maths::normalize_2d(ball->Direction);
Direction.X = -v44.X + v10.X; Direction.X -= delta.X;
Direction.Y = -v44.Y + v10.Y; Direction.Y -= delta.Y;
Speed = maths::normalize_2d(Direction); Speed = maths::normalize_2d(Direction);
} }
@ -199,6 +193,6 @@ vector2 TBall::get_coordinates()
void TBall::Disable() void TBall::Disable()
{ {
ActiveFlag = false; ActiveFlag = false;
AsEdgeCollisionFlag = true; CollisionDisabledFlag = true;
SpriteSet(-1); SpriteSet(-1);
} }

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@ -9,7 +9,7 @@ public :
TBall(TPinballTable* table, int groupIndex); TBall(TPinballTable* table, int groupIndex);
void Repaint(); void Repaint();
void not_again(TEdgeSegment* edge); void not_again(TEdgeSegment* edge);
bool already_hit(TEdgeSegment* edge); bool already_hit(const TEdgeSegment& edge) const;
int Message(MessageCode code, float value) override; int Message(MessageCode code, float value) override;
vector2 get_coordinates() override; vector2 get_coordinates() override;
void Disable(); void Disable();
@ -38,5 +38,5 @@ public :
int StuckCounter = 0; int StuckCounter = 0;
int LastActiveTime{}; int LastActiveTime{};
float VisualZArray[50]{}; float VisualZArray[50]{};
bool AsEdgeCollisionFlag{}; bool CollisionDisabledFlag{};
}; };

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@ -76,9 +76,9 @@ int TEdgeManager::TestGridBox(int x, int y, float* distPtr, TEdgeSegment** edgeD
for (auto it = edgeBox->EdgeList.rbegin(); it != edgeBox->EdgeList.rend(); ++it) for (auto it = edgeBox->EdgeList.rbegin(); it != edgeBox->EdgeList.rend(); ++it)
{ {
auto edge = *it; auto edge = *it;
if (!edge->ProcessedFlag && *edge->ActiveFlagPtr && (edge->CollisionGroup & ray->CollisionMask)) if (!edge->ProcessedFlag && *edge->ActiveFlagPtr && (edge->CollisionGroup & ray->CollisionMask) != 0)
{ {
if (!ball->already_hit(edge)) if (!ball->already_hit(*edge))
{ {
++edgeIndex; ++edgeIndex;
*edgePtr = edge; *edgePtr = edge;

View File

@ -18,7 +18,7 @@ THole::THole(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
Unknown4 = 0.050000001f; Unknown4 = 0.050000001f;
MessageField = 0; MessageField = 0;
Timer = 0; Timer = 0;
BallCapturedFlag = 0; BallCapturedFlag = false;
Unknown3 = loader::query_float_attribute(groupIndex, 0, 407, 0.25f); Unknown3 = loader::query_float_attribute(groupIndex, 0, 407, 0.25f);
GravityMult = loader::query_float_attribute(groupIndex, 0, 701, 0.2f); GravityMult = loader::query_float_attribute(groupIndex, 0, 701, 0.2f);
GravityPull = *loader::query_float_attribute(groupIndex, 0, 305); GravityPull = *loader::query_float_attribute(groupIndex, 0, 305);
@ -33,18 +33,15 @@ THole::THole(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
auto tCircle = new TCircle(this, &ActiveFlag, visual.CollisionGroup, auto tCircle = new TCircle(this, &ActiveFlag, visual.CollisionGroup,
reinterpret_cast<vector3*>(visual.FloatArr), reinterpret_cast<vector3*>(visual.FloatArr),
Circle.RadiusSq); Circle.RadiusSq);
if (tCircle)
{
tCircle->place_in_grid(&AABB); tCircle->place_in_grid(&AABB);
EdgeList.push_back(tCircle); EdgeList.push_back(tCircle);
}
ZSetValue = loader::query_float_attribute(groupIndex, 0, 408)[2]; ZSetValue = loader::query_float_attribute(groupIndex, 0, 408)[2];
CollisionMask = static_cast<int>(floor(*loader::query_float_attribute(groupIndex, 0, 1304))); CollisionMask = static_cast<int>(floor(*loader::query_float_attribute(groupIndex, 0, 1304)));
// Full tilt hack - CollisionMask should be 1 // CollisionMask difference: 3DPB - value given as is, FT: mask = 1 << value
if (pb::FullTiltMode) if (pb::FullTiltMode)
CollisionMask = 1; CollisionMask = 1 << CollisionMask;
Circle.RadiusSq = visual.FloatArr[2] * visual.FloatArr[2]; Circle.RadiusSq = visual.FloatArr[2] * visual.FloatArr[2];
circle.RadiusSq = Circle.RadiusSq; circle.RadiusSq = Circle.RadiusSq;
@ -64,7 +61,7 @@ int THole::Message(MessageCode code, float value)
if (Timer) if (Timer)
timer::kill(Timer); timer::kill(Timer);
Timer = 0; Timer = 0;
BallCapturedSecondStage = 1; BallCapturedSecondStage = true;
} }
return 0; return 0;
} }
@ -73,14 +70,14 @@ void THole::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
{ {
if (!BallCapturedFlag) if (!BallCapturedFlag)
{ {
BallCapturedSecondStage = 0; BallCapturedSecondStage = false;
Threshold = 1000000000.0; Threshold = 1e9f;
BallCapturedFlag = 1; BallCapturedFlag = true;
ball->CollisionComp = this; ball->CollisionComp = this;
ball->Position.X = Circle.Center.X; ball->Position.X = Circle.Center.X;
ball->Position.Y = Circle.Center.Y; ball->Position.Y = Circle.Center.Y;
ball->Direction.Z = 0.0; ball->Direction.Z = 0.0;
ball->AsEdgeCollisionFlag = true; ball->CollisionDisabledFlag = true;
// Ramp hole has no delay in FT. // Ramp hole has no delay in FT.
auto captureTime = pb::FullTiltMode ? 0 : 0.5f; auto captureTime = pb::FullTiltMode ? 0 : 0.5f;
@ -111,15 +108,13 @@ int THole::FieldEffect(TBall* ball, vector2* vecDst)
ball->Position.Z += ball->Direction.Z; ball->Position.Z += ball->Direction.Z;
if (ball->Position.Z <= ZSetValue) if (ball->Position.Z <= ZSetValue)
{ {
BallCapturedFlag = 0; BallCapturedFlag = false;
BallCapturedSecondStage = 0; BallCapturedSecondStage = false;
ball->Position.Z = ZSetValue; ball->Position.Z = ZSetValue;
ball->Direction.Z = 0.0;
ball->CollisionMask = CollisionMask; ball->CollisionMask = CollisionMask;
ball->Direction.Y = 0.0;
ball->CollisionComp = nullptr; ball->CollisionComp = nullptr;
ball->Direction.X = 0.0; ball->Direction = {};
ball->Speed = 0.0; ball->Speed = 0.0f;
loader::play_sound(SoftHitSoundId, ball, "THole2"); loader::play_sound(SoftHitSoundId, ball, "THole2");
control::handler(MessageCode::ControlBallReleased, this); control::handler(MessageCode::ControlBallReleased, this);
} }
@ -149,5 +144,5 @@ void THole::TimerExpired(int timerId, void* caller)
{ {
auto hole = static_cast<THole*>(caller); auto hole = static_cast<THole*>(caller);
hole->Timer = 0; hole->Timer = 0;
hole->BallCapturedSecondStage = 1; hole->BallCapturedSecondStage = true;
} }

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@ -15,8 +15,8 @@ public:
static void TimerExpired(int timerId, void* caller); static void TimerExpired(int timerId, void* caller);
int BallCapturedFlag; bool BallCapturedFlag{};
int BallCapturedSecondStage{}; bool BallCapturedSecondStage{};
int Timer; int Timer;
float Unknown3; float Unknown3;
float Unknown4; float Unknown4;

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@ -105,7 +105,7 @@ void TKickout::Collision(TBall* ball, vector2* nextPosition, vector2* direction,
ball->Position.Y = Circle.Center.Y; ball->Position.Y = Circle.Center.Y;
OriginalBallZ = ball->Position.Z; OriginalBallZ = ball->Position.Z;
ball->Position.Z = CollisionBallSetZ; ball->Position.Z = CollisionBallSetZ;
ball->AsEdgeCollisionFlag = true; ball->CollisionDisabledFlag = true;
if (PinballTable->TiltLockFlag) if (PinballTable->TiltLockFlag)
{ {
Message(MessageCode::TKickoutRestartTimer, 0.1f); Message(MessageCode::TKickoutRestartTimer, 0.1f);

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@ -59,7 +59,7 @@ TPinballTable::TPinballTable(): TPinballComponent(nullptr, -1, false)
MultiballFlag = false; MultiballFlag = false;
PlayerCount = 0; PlayerCount = 0;
auto ball = AddBall(0.0f, 0.0f); auto ball = AddBall({0.0f, 0.0f});
ball->Disable(); ball->Disable();
new TTableLayer(this); new TTableLayer(this);
@ -595,7 +595,7 @@ int TPinballTable::Message(MessageCode code, float value)
return 0; return 0;
} }
TBall* TPinballTable::AddBall(float x, float y) TBall* TPinballTable::AddBall(vector2 position)
{ {
TBall* ball = nullptr; TBall* ball = nullptr;
@ -629,8 +629,8 @@ TBall* TPinballTable::AddBall(float x, float y)
BallList.push_back(ball); BallList.push_back(ball);
} }
ball->Position.X = x; ball->Position.X = position.X;
ball->Position.Y = y; ball->Position.Y = position.Y;
ball->PrevPosition = ball->Position; ball->PrevPosition = ball->Position;
ball->StuckCounter = 0; ball->StuckCounter = 0;
ball->LastActiveTime = pb::time_ticks; ball->LastActiveTime = pb::time_ticks;

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "maths.h"
#include "TPinballComponent.h" #include "TPinballComponent.h"
class TBall; class TBall;
@ -9,7 +10,6 @@ class TPlunger;
class TDrain; class TDrain;
class TDemo; class TDemo;
class TLightGroup; class TLightGroup;
struct RectF;
struct score_struct_super struct score_struct_super
{ {
@ -35,7 +35,7 @@ public:
void tilt(float time); void tilt(float time);
void port_draw() override; void port_draw() override;
int Message(MessageCode code, float value) override; int Message(MessageCode code, float value) override;
TBall* AddBall(float x, float y); TBall* AddBall(vector2 position);
int BallCountInRect(const RectF& rect); int BallCountInRect(const RectF& rect);
int BallCountInRect(const vector2& pos, float margin); int BallCountInRect(const vector2& pos, float margin);
@ -77,8 +77,7 @@ public:
float GravityAngleX{}; float GravityAngleX{};
float GravityAnglY{}; float GravityAnglY{};
float CollisionCompOffset{}; float CollisionCompOffset{};
float PlungerPositionX{}; vector2 PlungerPosition{};
float PlungerPositionY{};
int ScoreMultiplier{}; int ScoreMultiplier{};
int ScoreAdded{}; int ScoreAdded{};
int ScoreSpecial1{}; int ScoreSpecial1{};

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@ -35,8 +35,7 @@ TPlunger::TPlunger(TPinballTable* table, int groupIndex) : TCollisionComponent(t
PullbackIncrement = MaxPullback / (ListBitmap->size() * 8.0f); PullbackIncrement = MaxPullback / (ListBitmap->size() * 8.0f);
PullbackDelay = 0.025f; PullbackDelay = 0.025f;
float* floatArr = loader::query_float_attribute(groupIndex, 0, 601); float* floatArr = loader::query_float_attribute(groupIndex, 0, 601);
table->PlungerPositionX = floatArr[0]; table->PlungerPosition = {floatArr[0], floatArr[1]};
table->PlungerPositionY = floatArr[1];
} }
void TPlunger::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance, TEdgeSegment* edge) void TPlunger::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance, TEdgeSegment* edge)
@ -72,18 +71,13 @@ int TPlunger::Message(MessageCode code, float value)
break; break;
case MessageCode::PlungerFeedBall: case MessageCode::PlungerFeedBall:
{ {
RectF rect{}; if (PinballTable->BallCountInRect(PinballTable->PlungerPosition, PinballTable->CollisionCompOffset * 1.2f))
rect.XMin = PinballTable->CollisionCompOffset * -1.2f + PinballTable->PlungerPositionX;
rect.XMax = PinballTable->CollisionCompOffset * 1.2f + PinballTable->PlungerPositionX;
rect.YMin = PinballTable->CollisionCompOffset * -1.2f + PinballTable->PlungerPositionY;
rect.YMax = PinballTable->CollisionCompOffset * 1.2f + PinballTable->PlungerPositionY;
if(PinballTable->BallCountInRect(rect))
{ {
timer::set(1.0f, this, BallFeedTimer); timer::set(1.0f, this, BallFeedTimer);
} }
else else
{ {
auto ball = PinballTable->AddBall(PinballTable->PlungerPositionX, PinballTable->PlungerPositionY); auto ball = PinballTable->AddBall(PinballTable->PlungerPosition);
assertm(ball, "Failure to create ball in plunger"); assertm(ball, "Failure to create ball in plunger");
PinballTable->MultiballCount++; PinballTable->MultiballCount++;
PinballTable->BallInDrainFlag = 0; PinballTable->BallInDrainFlag = 0;

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@ -72,24 +72,17 @@ void TSink::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
void TSink::TimerExpired(int timerId, void* caller) void TSink::TimerExpired(int timerId, void* caller)
{ {
RectF rect{};
auto sink = static_cast<TSink*>(caller); auto sink = static_cast<TSink*>(caller);
auto table = sink->PinballTable; auto table = sink->PinballTable;
if (table->BallCountInRect(sink->BallPosition, table->CollisionCompOffset * 2.0f))
rect.XMin = table->CollisionCompOffset * -2.0f + sink->BallPosition.X;
rect.XMax = table->CollisionCompOffset * 2.0f + sink->BallPosition.X;
rect.YMin = table->CollisionCompOffset * -2.0f + sink->BallPosition.Y;
rect.YMax = table->CollisionCompOffset * 2.0f + sink->BallPosition.Y;
if (table->BallCountInRect(rect))
{ {
timer::set(0.5f, sink, TimerExpired); timer::set(0.5f, sink, TimerExpired);
} }
else else
{ {
auto ball = table->AddBall(sink->BallPosition.X, sink->BallPosition.Y); auto ball = table->AddBall(sink->BallPosition);
assertm(ball, "Failure to create ball in sink"); assertm(ball, "Failure to create ball in sink");
ball->AsEdgeCollisionFlag = true; ball->CollisionDisabledFlag = true;
ball->throw_ball(&sink->BallThrowDirection, sink->ThrowAngleMult, sink->ThrowSpeedMult1, ball->throw_ball(&sink->BallThrowDirection, sink->ThrowAngleMult, sink->ThrowSpeedMult1,
sink->ThrowSpeedMult2); sink->ThrowSpeedMult2);
if (sink->SoundIndex3) if (sink->SoundIndex3)

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@ -358,7 +358,7 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
ball->TimeDelta = timeDelta; ball->TimeDelta = timeDelta;
if (ball->TimeDelta > 0.01f && ball->Speed < 0.8f) if (ball->TimeDelta > 0.01f && ball->Speed < 0.8f)
ball->TimeDelta = 0.01f; ball->TimeDelta = 0.01f;
ball->AsEdgeCollisionFlag = false; ball->CollisionDisabledFlag = false;
if (ball->CollisionComp) if (ball->CollisionComp)
{ {
ball->CollisionComp->FieldEffect(ball, &vecDst); ball->CollisionComp->FieldEffect(ball, &vecDst);
@ -401,7 +401,7 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
for (auto ballIndex = 0u; ballIndex < MainTable->BallList.size(); ballIndex++) for (auto ballIndex = 0u; ballIndex < MainTable->BallList.size(); ballIndex++)
{ {
auto ball = MainTable->BallList[ballIndex]; auto ball = MainTable->BallList[ballIndex];
if (!ball->AsEdgeCollisionFlag && step <= ballSteps[ballIndex]) if (!ball->CollisionDisabledFlag && step <= ballSteps[ballIndex])
{ {
ray.CollisionMask = ball->CollisionMask; ray.CollisionMask = ball->CollisionMask;
ball->TimeNow = timeNow; ball->TimeNow = timeNow;
@ -443,7 +443,7 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
} }
edge->EdgeCollision(ball, distance); edge->EdgeCollision(ball, distance);
if (distance <= 0.0f || ball->AsEdgeCollisionFlag) if (distance <= 0.0f || ball->CollisionDisabledFlag)
break; break;
distanceSum += distance; distanceSum += distance;
} }
@ -606,8 +606,7 @@ void pb::InputDown(GameInput input)
case 'b': case 'b':
{ {
vector2 pos{6.0f, 7.0f}; vector2 pos{6.0f, 7.0f};
if (!MainTable->BallCountInRect(pos, MainTable->CollisionCompOffset * 1.2f) && MainTable->AddBall( if (!MainTable->BallCountInRect(pos, MainTable->CollisionCompOffset * 1.2f) && MainTable->AddBall(pos))
pos.X, pos.Y))
MainTable->MultiballCount++; MainTable->MultiballCount++;
break; break;
} }
@ -760,9 +759,9 @@ void pb::ShowMessageBox(Uint32 flags, LPCSTR title, LPCSTR message)
float pb::BallToBallCollision(const ray_type& ray, const TBall& ball, TEdgeSegment** edge, float collisionDistance) float pb::BallToBallCollision(const ray_type& ray, const TBall& ball, TEdgeSegment** edge, float collisionDistance)
{ {
for (auto curBall : MainTable->BallList) for (const auto curBall : MainTable->BallList)
{ {
if (curBall->ActiveFlagPtr && curBall != &ball && (curBall->CollisionMask & ball.CollisionMask) != 0 && if (curBall->ActiveFlag && curBall != &ball && (curBall->CollisionMask & ball.CollisionMask) != 0 &&
std::abs(curBall->Position.X - ball.Position.X) < BallToBallCollisionDistance && std::abs(curBall->Position.X - ball.Position.X) < BallToBallCollisionDistance &&
std::abs(curBall->Position.Y - ball.Position.Y) < BallToBallCollisionDistance) std::abs(curBall->Position.Y - ball.Position.Y) < BallToBallCollisionDistance)
{ {
@ -770,7 +769,7 @@ float pb::BallToBallCollision(const ray_type& ray, const TBall& ball, TEdgeSegme
if (distance < 1e9f) if (distance < 1e9f)
{ {
distance = std::max(0.0f, distance - 0.002f); distance = std::max(0.0f, distance - 0.002f);
if (collisionDistance > distance) if (distance < collisionDistance)
{ {
collisionDistance = distance; collisionDistance = distance;
*edge = curBall; *edge = curBall;