diff --git a/SpaceCadetPinball/NatvisFile.natvis b/SpaceCadetPinball/NatvisFile.natvis
index cc64cd6..b1b1551 100644
--- a/SpaceCadetPinball/NatvisFile.natvis
+++ b/SpaceCadetPinball/NatvisFile.natvis
@@ -10,4 +10,7 @@
- Color
+
+ {{ X={X} Y={Y} Z={Z} }}
+
\ No newline at end of file
diff --git a/SpaceCadetPinball/TBall.cpp b/SpaceCadetPinball/TBall.cpp
index 5de74b5..f19bcad 100644
--- a/SpaceCadetPinball/TBall.cpp
+++ b/SpaceCadetPinball/TBall.cpp
@@ -135,7 +135,7 @@ void TBall::throw_ball(TBall* ball, vector3* acceleration, float angleMult, floa
ball->Acceleration = *acceleration;
float rnd = RandFloat();
float angle = (1.0f - (rnd + rnd)) * angleMult;
- maths::RotateVector(&ball->Acceleration, angle);
+ maths::RotateVector(ball->Acceleration, angle);
rnd = RandFloat();
ball->Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1;
}
diff --git a/SpaceCadetPinball/TCircle.cpp b/SpaceCadetPinball/TCircle.cpp
index 4cf9d79..b61ccfd 100644
--- a/SpaceCadetPinball/TCircle.cpp
+++ b/SpaceCadetPinball/TCircle.cpp
@@ -14,7 +14,7 @@ TCircle::TCircle(TCollisionComponent* collComp, char* activeFlag, unsigned colli
float TCircle::FindCollisionDistance(ray_type* ray)
{
- return maths::ray_intersect_circle(ray, &Circle);
+ return maths::ray_intersect_circle(*ray, Circle);
}
void TCircle::EdgeCollision(TBall* ball, float coef)
@@ -25,7 +25,7 @@ void TCircle::EdgeCollision(TBall* ball, float coef)
nextPosition.Y = coef * ball->Acceleration.Y + ball->Position.Y;
direction.X = nextPosition.X - Circle.Center.X;
direction.Y = nextPosition.Y - Circle.Center.Y;
- maths::normalize_2d(&direction);
+ maths::normalize_2d(direction);
CollisionComponent->Collision(ball, &nextPosition, &direction, coef, this);
}
diff --git a/SpaceCadetPinball/TEdgeManager.cpp b/SpaceCadetPinball/TEdgeManager.cpp
index 0fba12e..745ff23 100644
--- a/SpaceCadetPinball/TEdgeManager.cpp
+++ b/SpaceCadetPinball/TEdgeManager.cpp
@@ -100,7 +100,7 @@ void TEdgeManager::FieldEffects(TBall* ball, vector2* dstVec)
{
if (field->CollisionComp->FieldEffect(ball, &vec))
{
- maths::vector_add(dstVec, &vec);
+ maths::vector_add(*dstVec, vec);
}
}
}
diff --git a/SpaceCadetPinball/TEdgeSegment.cpp b/SpaceCadetPinball/TEdgeSegment.cpp
index 6aa0c74..3ffff0d 100644
--- a/SpaceCadetPinball/TEdgeSegment.cpp
+++ b/SpaceCadetPinball/TEdgeSegment.cpp
@@ -50,7 +50,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
start.Y = floatArr[2];
end.X = floatArr[3];
end.Y = floatArr[4];
- auto line = new TLine(collComp, activeFlagPtr, collisionGroup, &start, &end);
+ auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
edge = line;
if (line)
@@ -93,7 +93,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
vec1.Y = center.Y - prevCenter.Y;
vec2.X = centerX2 - centerX1;
vec2.Y = centerY2 - center.Y;
- maths::cross(&vec1, &vec2, &dstVec);
+ maths::cross(vec1, vec2, dstVec);
if ((dstVec.Z > 0.0f && offset > 0.0f) ||
(dstVec.Z < 0.0f && offset < 0.0f))
{
@@ -113,7 +113,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
start.Y = floatArrPtr[1];
end.X = floatArrPtr[2];
end.Y = floatArrPtr[3];
- auto line = new TLine(collComp, activeFlagPtr, collisionGroup, &start, &end);
+ auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
edge = line;
if (line)
diff --git a/SpaceCadetPinball/TFlagSpinner.cpp b/SpaceCadetPinball/TFlagSpinner.cpp
index ea2e77c..86b1bf5 100644
--- a/SpaceCadetPinball/TFlagSpinner.cpp
+++ b/SpaceCadetPinball/TFlagSpinner.cpp
@@ -21,14 +21,14 @@ TFlagSpinner::TFlagSpinner(TPinballTable* table, int groupIndex) : TCollisionCom
end.Y = visual.FloatArr[1];
start.X = visual.FloatArr[2];
start.Y = visual.FloatArr[3];
- auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &start, &end);
+ auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, start, end);
if (line)
{
line->place_in_grid();
EdgeList.push_back(line);
}
- line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &end, &start);
+ line = new TLine(this, &ActiveFlag, visual.CollisionGroup, end, start);
PrevCollider = line;
if (line)
{
diff --git a/SpaceCadetPinball/TFlipperEdge.cpp b/SpaceCadetPinball/TFlipperEdge.cpp
index b6637fd..82dfef2 100644
--- a/SpaceCadetPinball/TFlipperEdge.cpp
+++ b/SpaceCadetPinball/TFlipperEdge.cpp
@@ -23,8 +23,8 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
RetractTime = retractTime;
CollisionMult = collMult;
- T1Src = *vecT1;
- T2Src = *vecT2;
+ T1Src = static_cast(*vecT1);
+ T2Src = static_cast(*vecT2);
RotOrigin.X = origin->X;
RotOrigin.Y = origin->Y;
@@ -39,15 +39,15 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
vecDir1.X = vecT1->X - origin->X;
vecDir1.Y = vecT1->Y - origin->Y;
vecDir1.Z = 0.0;
- maths::normalize_2d(&vecDir1);
+ maths::normalize_2d(vecDir1);
vecDir2.X = vecT2->X - origin->X;
vecDir2.Y = vecT2->Y - origin->Y;
vecDir2.Z = 0.0;
- maths::normalize_2d(&vecDir2);
+ maths::normalize_2d(vecDir2);
- AngleMax = acos(maths::DotProduct(&vecDir1, &vecDir2));
- maths::cross(&vecDir1, &vecDir2, &crossProd);
+ AngleMax = acos(maths::DotProduct(vecDir1, vecDir2));
+ maths::cross(vecDir1, vecDir2, crossProd);
if (crossProd.Z < 0.0f)
AngleMax = -AngleMax;
FlipperFlag = 0;
@@ -69,8 +69,8 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
if (AngleMax < 0.0f)
{
- maths::vswap(&A1Src, &B1Src);
- maths::vswap(&A2Src, &B2Src);
+ std::swap(A1Src, B1Src);
+ std::swap(A2Src, B2Src);
}
auto dx = vecT1->X - RotOrigin.X;
@@ -79,7 +79,7 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
DistanceDivSq = distance1 * distance1;
float minMoveTime = std::min(ExtendTime, RetractTime);
- auto distance = maths::Distance(vecT1, vecT2);
+ auto distance = maths::Distance(*vecT1, *vecT2);
CollisionTimeAdvance = minMoveTime / (distance / CircleT1Radius + distance / CircleT1Radius);
TFlipperEdge::place_in_grid();
@@ -139,12 +139,12 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
{
if (maths::Distance_Squared(ogRay->Origin, T1) >= CircleT1RadiusMSq)
{
- srcRay.Direction.Y = lineB.PerpendicularL.Y;
- srcRay.Direction.X = lineB.PerpendicularL.X;
+ srcRay.Direction.Y = lineB.PerpendicularC.Y;
+ srcRay.Direction.X = lineB.PerpendicularC.X;
if (ballInside == 4)
{
- srcRay.Direction.Y = lineA.PerpendicularL.Y;
- srcRay.Direction.X = lineA.PerpendicularL.X;
+ srcRay.Direction.Y = lineA.PerpendicularC.Y;
+ srcRay.Direction.X = lineA.PerpendicularC.X;
}
srcRay.Direction.X = -srcRay.Direction.X;
srcRay.Direction.Y = -srcRay.Direction.Y;
@@ -153,14 +153,14 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
{
srcRay.Direction.X = T1.X - ogRay->Origin.X;
srcRay.Direction.Y = T1.Y - ogRay->Origin.Y;
- maths::normalize_2d(&srcRay.Direction);
+ maths::normalize_2d(srcRay.Direction);
}
}
else
{
srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
- maths::normalize_2d(&srcRay.Direction);
+ maths::normalize_2d(srcRay.Direction);
}
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
@@ -170,7 +170,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
{
srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
- maths::normalize_2d(&srcRay.Direction);
+ maths::normalize_2d(srcRay.Direction);
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09f)
@@ -203,9 +203,9 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
vector2* linePtr;
if (FlipperFlag == 1 && ballInside != 5)
{
- linePtr = &lineA.PerpendicularL;
- srcRay.Direction.Y = lineA.PerpendicularL.Y;
- srcRay.Direction.X = lineA.PerpendicularL.X;
+ linePtr = &lineA.PerpendicularC;
+ srcRay.Direction.Y = lineA.PerpendicularC.Y;
+ srcRay.Direction.X = lineA.PerpendicularC.X;
}
else
{
@@ -215,7 +215,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
CollisionFlag2 = 1;
srcRay.Direction.X = RotOrigin.X - posX;
srcRay.Direction.Y = RotOrigin.Y - posY;
- maths::normalize_2d(&srcRay.Direction);
+ maths::normalize_2d(srcRay.Direction);
srcRay.Origin.X = posX - srcRay.Direction.X * 5.0f;
srcRay.Origin.Y = posY - srcRay.Direction.Y * 5.0f;
@@ -235,9 +235,9 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
return 0.0;
}
- linePtr = &lineB.PerpendicularL;
- srcRay.Direction.Y = lineB.PerpendicularL.Y;
- srcRay.Direction.X = lineB.PerpendicularL.X;
+ linePtr = &lineB.PerpendicularC;
+ srcRay.Direction.Y = lineB.PerpendicularC.Y;
+ srcRay.Direction.X = lineB.PerpendicularC.X;
}
CollisionLinePerp = *linePtr;
@@ -274,13 +274,13 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
vector2* linePtr;
if (FlipperFlag == 2)
{
- linePtr = &lineB.PerpendicularL;
+ linePtr = &lineB.PerpendicularC;
CollisionFlag1 = AngleMax <= 0.0f;
}
else
{
CollisionFlag1 = AngleMax > 0.0f;
- linePtr = &lineA.PerpendicularL;
+ linePtr = &lineA.PerpendicularC;
}
CollisionLinePerp = *linePtr;
CollisionDirection = dstRay.Direction;
@@ -313,7 +313,7 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
{
float v11;
float v20 = sqrt(distance / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
- float dot1 = maths::DotProduct(&CollisionLinePerp, &CollisionDirection);
+ float dot1 = maths::DotProduct(CollisionLinePerp, CollisionDirection);
if (dot1 >= 0.0f)
v11 = dot1 * v20;
else
@@ -395,11 +395,11 @@ void TFlipperEdge::set_control_points(float timeNow)
B1 = B1Src;
B2 = B2Src;
T1 = T1Src;
- maths::RotatePt(&A1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
- maths::RotatePt(&A2, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
- maths::RotatePt(&T1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
- maths::RotatePt(&B1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
- maths::RotatePt(&B2, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
+ maths::RotatePt(A1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
+ maths::RotatePt(A2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
+ maths::RotatePt(T1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
+ maths::RotatePt(B1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
+ maths::RotatePt(B2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
}
void TFlipperEdge::build_edges_in_motion()
diff --git a/SpaceCadetPinball/THole.cpp b/SpaceCadetPinball/THole.cpp
index 428852f..265bc7b 100644
--- a/SpaceCadetPinball/THole.cpp
+++ b/SpaceCadetPinball/THole.cpp
@@ -127,7 +127,7 @@ int THole::FieldEffect(TBall* ball, vector2* vecDst)
direction.Y = Circle.Center.Y - ball->Position.Y;
if (direction.X * direction.X + direction.Y * direction.Y <= Circle.RadiusSq)
{
- maths::normalize_2d(&direction);
+ maths::normalize_2d(direction);
vecDst->X = direction.X * GravityPull - ball->Acceleration.X * ball->Speed;
vecDst->Y = direction.Y * GravityPull - ball->Acceleration.Y * ball->Speed;
result = 1;
diff --git a/SpaceCadetPinball/TKickout.cpp b/SpaceCadetPinball/TKickout.cpp
index 156184c..c321a3f 100644
--- a/SpaceCadetPinball/TKickout.cpp
+++ b/SpaceCadetPinball/TKickout.cpp
@@ -138,7 +138,7 @@ int TKickout::FieldEffect(TBall* ball, vector2* dstVec)
direction.Y = Circle.Center.Y - ball->Position.Y;
if (direction.Y * direction.Y + direction.X * direction.X > Circle.RadiusSq)
return 0;
- maths::normalize_2d(&direction);
+ maths::normalize_2d(direction);
dstVec->X = direction.X * FieldMult - ball->Acceleration.X * ball->Speed;
dstVec->Y = direction.Y * FieldMult - ball->Acceleration.Y * ball->Speed;
return 1;
diff --git a/SpaceCadetPinball/TLine.cpp b/SpaceCadetPinball/TLine.cpp
index fd1d1e2..5f47c54 100644
--- a/SpaceCadetPinball/TLine.cpp
+++ b/SpaceCadetPinball/TLine.cpp
@@ -14,20 +14,20 @@ TLine::TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collis
maths::line_init(&Line, x0, y0, x1, y1);
}
-TLine::TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, struct vector2* start,
- struct vector2* end) : TEdgeSegment(collCmp, activeFlag, collisionGroup)
+TLine::TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, const vector2& start,
+ const vector2& end) : TEdgeSegment(collCmp, activeFlag, collisionGroup)
{
- X0 = start->X;
- Y0 = start->Y;
- X1 = end->X;
- Y1 = end->Y;
+ X0 = start.X;
+ Y0 = start.Y;
+ X1 = end.X;
+ Y1 = end.Y;
maths::line_init(&Line, X0, Y0, X1, Y1);
}
void TLine::Offset(float offset)
{
- float offX = offset * Line.PerpendicularL.X;
- float offY = offset * Line.PerpendicularL.Y;
+ float offX = offset * Line.PerpendicularC.X;
+ float offY = offset * Line.PerpendicularC.Y;
X0 += offX;
Y0 += offY;
@@ -46,7 +46,7 @@ void TLine::EdgeCollision(TBall* ball, float coef)
CollisionComponent->Collision(
ball,
&Line.RayIntersect,
- &Line.PerpendicularL,
+ &Line.PerpendicularC,
coef,
this);
}
diff --git a/SpaceCadetPinball/TLine.h b/SpaceCadetPinball/TLine.h
index f494f4f..1009c40 100644
--- a/SpaceCadetPinball/TLine.h
+++ b/SpaceCadetPinball/TLine.h
@@ -9,7 +9,7 @@ public:
line_type Line{};
float X0, Y0, X1, Y1;
TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, float x0, float y0, float x1, float y1);
- TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, vector2* start, vector2* end);
+ TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, const vector2& start, const vector2& end);
void Offset(float offset);
float FindCollisionDistance(ray_type* ray) override;
void EdgeCollision(TBall* ball, float coef) override;
diff --git a/SpaceCadetPinball/TOneway.cpp b/SpaceCadetPinball/TOneway.cpp
index d16d536..227f77c 100644
--- a/SpaceCadetPinball/TOneway.cpp
+++ b/SpaceCadetPinball/TOneway.cpp
@@ -21,7 +21,7 @@ TOneway::TOneway(TPinballTable* table, int groupIndex) : TCollisionComponent(tab
linePt1.X = visual.FloatArr[2];
linePt1.Y = visual.FloatArr[3];
- auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &linePt2, &linePt1);
+ auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, linePt2, linePt1);
if (line)
{
line->Offset(table->CollisionCompOffset);
@@ -29,7 +29,7 @@ TOneway::TOneway(TPinballTable* table, int groupIndex) : TCollisionComponent(tab
EdgeList.push_back(line);
}
- line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &linePt1, &linePt2);
+ line = new TLine(this, &ActiveFlag, visual.CollisionGroup, linePt1, linePt2);
Line = line;
if (line)
{
diff --git a/SpaceCadetPinball/TPinballComponent.cpp b/SpaceCadetPinball/TPinballComponent.cpp
index 16ee2c9..e72d6c3 100644
--- a/SpaceCadetPinball/TPinballComponent.cpp
+++ b/SpaceCadetPinball/TPinballComponent.cpp
@@ -59,7 +59,7 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
tmpRect.YPosition = bmp->YPosition - table->YOffset;
tmpRect.Width = bmp->Width;
tmpRect.Height = bmp->Height;
- maths::enclosing_box(&bmp1Rect, &tmpRect, &bmp1Rect);
+ maths::enclosing_box(bmp1Rect, tmpRect, bmp1Rect);
}
RenderSprite = render::create_sprite(
diff --git a/SpaceCadetPinball/TRamp.cpp b/SpaceCadetPinball/TRamp.cpp
index 7a29af1..75da0ac 100644
--- a/SpaceCadetPinball/TRamp.cpp
+++ b/SpaceCadetPinball/TRamp.cpp
@@ -14,7 +14,7 @@
TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
{
visualStruct visual{};
- vector2 end{}, start{}, *end2, *start2, *start3, *end3;
+ vector2 end{}, start{}, end2{}, start2{}, start3{}, end3{};
MessageField = 0;
UnusedBaseFlag = 1;
@@ -33,7 +33,7 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
end.Y = floatArr4[3];
start.X = floatArr4[4];
start.Y = floatArr4[5];
- Line1 = new TLine(this, &ActiveFlag, 1 << static_cast(floor(floatArr4[0])), &start, &end);
+ Line1 = new TLine(this, &ActiveFlag, 1 << static_cast(floor(floatArr4[0])), start, end);
EdgeList.push_back(Line1);
if (Line1)
{
@@ -49,8 +49,8 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
RampPlane,
RampPlaneCount,
reinterpret_cast(floatArr5WallPoint + 3),
- &end2,
- &start2);
+ end2,
+ start2);
Line2 = new TLine(this, &ActiveFlag, CollisionGroup, start2, end2);
EdgeList.push_back(Line2);
if (Line2)
@@ -67,8 +67,8 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
RampPlane,
RampPlaneCount,
reinterpret_cast(floatArr6WallPoint + 3),
- &end3,
- &start3);
+ end3,
+ start3);
Line3 = new TLine(this, &ActiveFlag, CollisionGroup, start3, end3);
EdgeList.push_back(Line3);
if (Line3)
@@ -84,20 +84,17 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
auto xMax = -1000000000.0f;
for (auto index = 0; index < RampPlaneCount; index++)
{
- auto plane = &RampPlane[index];
- auto pVec1 = &plane->V1;
- auto pVec2 = &plane->V2;
- auto pVec3 = &plane->V3;
+ auto& plane = RampPlane[index];
+ vector2* pointOrder[4] = { &plane.V1, &plane.V2, &plane.V3, &plane.V1 };
- xMin = std::min(std::min(std::min(plane->V3.X, plane->V1.X), plane->V2.X), xMin);
- yMin = std::min(std::min(std::min(plane->V3.Y, plane->V1.Y), plane->V2.Y), xMin); // Sic
- xMax = std::max(std::max(std::max(plane->V3.X, plane->V1.X), plane->V2.X), xMin);
- yMax = std::max(std::max(std::max(plane->V3.Y, plane->V1.Y), plane->V2.Y), xMin);
-
- vector2* pointOrder[4] = {pVec1, pVec2, pVec3, pVec1};
+ xMin = std::min(std::min(std::min(plane.V3.X, plane.V1.X), plane.V2.X), xMin);
+ yMin = std::min(std::min(std::min(plane.V3.Y, plane.V1.Y), plane.V2.Y), xMin); // Sic
+ xMax = std::max(std::max(std::max(plane.V3.X, plane.V1.X), plane.V2.X), xMin);
+ yMax = std::max(std::max(std::max(plane.V3.Y, plane.V1.Y), plane.V2.Y), xMin);
+
for (auto pt = 0; pt < 3; pt++)
{
- auto point1 = pointOrder[pt], point2 = pointOrder[pt + 1];
+ auto& point1 = *pointOrder[pt], point2 = *pointOrder[pt + 1];
auto collisionGroup = 0;
if (point1 != end2 || point2 != start2)
{
@@ -120,15 +117,15 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
EdgeList.push_back(line);
if (line)
{
- line->WallValue = plane;
+ line->WallValue = &plane;
line->place_in_grid();
}
}
}
- plane->FieldForce.X = cos(plane->GravityAngle2) * sin(plane->GravityAngle1) *
+ plane.FieldForce.X = cos(plane.GravityAngle2) * sin(plane.GravityAngle1) *
PinballTable->GravityDirVectMult;
- plane->FieldForce.Y = sin(plane->GravityAngle2) * sin(plane->GravityAngle1) *
+ plane.FieldForce.Y = sin(plane.GravityAngle2) * sin(plane.GravityAngle1) *
PinballTable->GravityDirVectMult;
}
diff --git a/SpaceCadetPinball/TTableLayer.cpp b/SpaceCadetPinball/TTableLayer.cpp
index 710a019..0dfc914 100644
--- a/SpaceCadetPinball/TTableLayer.cpp
+++ b/SpaceCadetPinball/TTableLayer.cpp
@@ -220,45 +220,45 @@ void TTableLayer::edges_insert_circle(circle_type* circle, TEdgeSegment* edge, f
ray.Direction.X = 1.0;
ray.Direction.Y = 0.0;
ray.MaxDistance = edge_manager->AdvanceX;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
ray.Direction.X = -1.0;
ray.Origin.X = ray.Origin.X + edge_manager->AdvanceX;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
ray.Direction.X = 0.0;
ray.Direction.Y = 1.0;
ray.MaxDistance = edge_manager->AdvanceY;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
ray.Direction.Y = -1.0;
ray.Origin.Y = ray.Origin.Y + edge_manager->AdvanceY;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
ray.Direction.Y = 0.0;
ray.Direction.X = -1.0;
ray.MaxDistance = edge_manager->AdvanceX;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
ray.Direction.X = 1.0;
ray.Origin.X = ray.Origin.X - edge_manager->AdvanceX;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
ray.Direction.X = 0.0;
ray.Direction.Y = -1.0;
ray.MaxDistance = edge_manager->AdvanceY;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
ray.Direction.Y = 1.0;
ray.Origin.Y = ray.Origin.Y - edge_manager->AdvanceY;
- if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0f)
+ if (maths::ray_intersect_circle(ray, *circle) < 1000000000.0f)
break;
collision = false;
diff --git a/SpaceCadetPinball/maths.cpp b/SpaceCadetPinball/maths.cpp
index b9ab866..c9035e5 100644
--- a/SpaceCadetPinball/maths.cpp
+++ b/SpaceCadetPinball/maths.cpp
@@ -5,163 +5,125 @@
#include "TFlipperEdge.h"
-void maths::enclosing_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect)
+// Performs AABB merge, creating rect that is just large enough to contain both source rects.
+void maths::enclosing_box(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type& dstRect)
{
- int xPos1 = rect1->XPosition;
- int yPos1 = rect1->YPosition;
- int width1 = rect1->Width;
- int height1 = rect1->Height;
- int xPos2 = rect2->XPosition;
- bool rect2XPosLessRect1 = rect2->XPosition < rect1->XPosition;
- int yPos2 = rect2->YPosition;
- int width2 = rect2->Width;
- int height2 = rect2->Height;
- int xPos2_2 = rect2->XPosition;
- if (rect2XPosLessRect1)
+ auto xPos = rect1.XPosition, width = rect1.Width;
+ if (rect2.XPosition < rect1.XPosition)
{
- width1 += xPos1 - xPos2;
- xPos1 = xPos2;
+ xPos = rect2.XPosition;
+ width += rect1.XPosition - rect2.XPosition;
}
- if (yPos2 < yPos1)
+
+ auto yPos = rect1.YPosition, height = rect1.Height;
+ if (rect2.YPosition < rect1.YPosition)
{
- height1 += yPos1 - yPos2;
- yPos1 = yPos2;
+ yPos = rect2.YPosition;
+ height += rect1.YPosition - rect2.YPosition;
}
- if (width2 + xPos2 > xPos1 + width1)
- width1 = xPos2_2 + width2 - xPos1;
- int height1_2 = height1;
- if (height2 + yPos2 > height1 + yPos1)
- height1_2 = yPos2 + height2 - yPos1;
- dstRect->YPosition = yPos1;
- dstRect->Height = height1_2;
- dstRect->XPosition = xPos1;
- dstRect->Width = width1;
+
+ auto xEnd2 = rect2.XPosition + rect2.Width;
+ if (xEnd2 > xPos + width)
+ width = xEnd2 - xPos;
+
+ auto yEnd2 = rect2.YPosition + rect2.Height;
+ if (yEnd2 > yPos + height)
+ height = yEnd2 - yPos;
+
+ dstRect.XPosition = xPos;
+ dstRect.YPosition = yPos;
+ dstRect.Width = width;
+ dstRect.Height = height;
}
-
-int maths::rectangle_clip(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect)
+// Creates rect that represents an intersection of rect1 and rect2.
+// Return true when intersection exists.
+bool maths::rectangle_clip(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type* dstRect)
{
- int xPos1 = rect1->XPosition;
- int yPos1 = rect1->YPosition;
- int height1 = rect1->Height;
- int xRight2 = rect2->XPosition + rect2->Width;
- int width1 = rect1->Width;
- int yRight2 = rect2->YPosition + rect2->Height;
- if (xPos1 + width1 < rect2->XPosition)
+ auto xEnd2 = rect2.XPosition + rect2.Width;
+ if (rect2.XPosition >= rect1.XPosition + rect1.Width || rect1.XPosition >= xEnd2)
return 0;
- if (xPos1 >= xRight2)
+
+ auto yEnd2 = rect2.YPosition + rect2.Height;
+ if (rect2.YPosition >= rect1.YPosition + rect1.Height || rect1.YPosition >= yEnd2)
return 0;
- int yPos2 = yPos1;
- if (yPos1 + height1 < rect2->YPosition || yPos1 >= yRight2)
- return 0;
- if (xPos1 < rect2->XPosition)
+
+ auto xPos = rect1.XPosition, width = rect1.Width;
+ if (rect1.XPosition < rect2.XPosition)
{
- width1 += xPos1 - rect2->XPosition;
- xPos1 = rect2->XPosition;
+ xPos = rect2.XPosition;
+ width += rect1.XPosition - rect2.XPosition;
}
- if (xPos1 + width1 > xRight2)
- width1 = xRight2 - xPos1;
- int height2 = height1;
- if (yPos1 < rect2->YPosition)
+
+ auto yPos = rect1.YPosition, height = rect1.Height;
+ if (rect1.YPosition < rect2.YPosition)
{
- height2 = yPos1 - rect2->YPosition + height1;
- yPos2 = rect2->YPosition;
+ yPos = rect2.YPosition;
+ height += rect1.YPosition - rect2.YPosition;
}
- if (height2 + yPos2 > yRight2)
- height2 = yRight2 - yPos2;
- if (!width1 || !height2)
- return 0;
+
+ if (xPos + width > xEnd2)
+ width = xEnd2 - xPos;
+ if (yPos + height > yEnd2)
+ height = yEnd2 - yPos;
+
+ if (width == 0 || height == 0)
+ return false;
+
if (dstRect)
{
- dstRect->XPosition = xPos1;
- dstRect->YPosition = yPos2;
- dstRect->Width = width1;
- dstRect->Height = height2;
+ dstRect->XPosition = xPos;
+ dstRect->YPosition = yPos;
+ dstRect->Width = width;
+ dstRect->Height = height;
}
- return 1;
+ return true;
}
-
-int maths::overlapping_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect)
-{
- int v3;
- int v4;
- int v6;
- int v7;
-
- if (rect1->XPosition >= rect2->XPosition)
- {
- dstRect->XPosition = rect2->XPosition;
- v3 = rect1->Width - rect2->XPosition;
- v4 = rect1->XPosition;
- }
- else
- {
- dstRect->XPosition = rect1->XPosition;
- v3 = rect2->Width - rect1->XPosition;
- v4 = rect2->XPosition;
- }
- dstRect->Width = v3 + v4 + 1;
- int v5 = rect1->YPosition;
- if (v5 >= rect2->YPosition)
- {
- dstRect->YPosition = rect2->YPosition;
- v6 = rect1->Height - rect2->YPosition;
- v7 = rect1->YPosition;
- }
- else
- {
- dstRect->YPosition = v5;
- v6 = rect2->Height - rect1->YPosition;
- v7 = rect2->YPosition;
- }
- dstRect->Height = v6 + v7 + 1;
- return dstRect->Width <= rect2->Width + rect1->Width && dstRect->Height <= rect2->Height + rect1->Height;
-}
-
-float maths::ray_intersect_circle(ray_type* ray, circle_type* circle)
+// Returns the distance from ray origin to the first ray-circle intersection point.
+float maths::ray_intersect_circle(const ray_type& ray, const circle_type& circle)
{
// O - ray origin
// D - ray direction
// C - circle center
// R - circle radius
// L, C - O, vector between O and C
- float Lx = circle->Center.X - ray->Origin.X;
- float Ly = circle->Center.Y - ray->Origin.Y;
+ auto L = vector_sub(circle.Center, ray.Origin);
// Tca, L dot D, projection of L on D
- float Tca = Ly * ray->Direction.Y + Lx * ray->Direction.X;
+ float Tca = DotProduct(L, ray.Direction);
if (Tca < 0.0f) // No intersection if Tca is negative
return 1000000000.0f;
// L dot L, distance from ray origin to circle center
- float LMagSq = Ly * Ly + Lx * Lx;
+ float LMagSq = DotProduct(L, L);
- // If ray origin is inside of the circle
- // T0 = Tca - Sqrt(rad^2 - d^2). d = sqrt(L dot L - Tca dot Tca)
- if (LMagSq < circle->RadiusSq)
- return Tca - sqrt(circle->RadiusSq - LMagSq + Tca * Tca);
-
- // Thc^2 = rad^2 - d = rad^2 - L dot L + Tca dot Tca
- float ThcSq = circle->RadiusSq - LMagSq + Tca * Tca;
- if (ThcSq < 0.0f) // No intersection if Thc is negative
- return 1000000000.0f;
+ // Thc^2 = rad^2 - d^2; d = sqrt(L dot L - Tca * Tca)
+ float ThcSq = circle.RadiusSq - LMagSq + Tca * Tca;
// T0 = Tca - Thc, distance from origin to first intersection
+ // If ray origin is inside of the circle, then T0 is negative
+ if (LMagSq < circle.RadiusSq)
+ return Tca - sqrt(ThcSq);
+
+ // No intersection if ThcSq is negative, that is if d > rad
+ if (ThcSq < 0.0f)
+ return 1000000000.0f;
+
+ // T0 should be positive and less that max ray distance
float T0 = Tca - sqrt(ThcSq);
- if (T0 < 0.0f || T0 > ray->MaxDistance)
+ if (T0 < 0.0f || T0 > ray.MaxDistance)
return 1000000000.0f;
return T0;
}
-
-float maths::normalize_2d(vector2* vec)
+float maths::normalize_2d(vector2& vec)
{
- float mag = sqrt(vec->X * vec->X + vec->Y * vec->Y);
+ float mag = sqrt(vec.X * vec.X + vec.Y * vec.Y);
if (mag != 0.0f)
{
- vec->X = 1.0f / mag * vec->X;
- vec->Y = 1.0f / mag * vec->Y;
+ vec.X /= mag;
+ vec.Y /= mag;
}
return mag;
}
@@ -169,93 +131,75 @@ float maths::normalize_2d(vector2* vec)
void maths::line_init(line_type* line, float x0, float y0, float x1, float y1)
{
- float v9;
- bool lineDirection;
- float v11;
-
+ line->Origin = { x0, y0 };
line->Direction.X = x1 - x0;
line->Direction.Y = y1 - y0;
- normalize_2d(&line->Direction);
- line->PerpendicularL.X = line->Direction.Y;
- line->PerpendicularL.Y = -line->Direction.X;
- line->PreComp1 = -(line->Direction.Y * x0) + line->Direction.X * y0;
- if (line->Direction.X >= 0.000000001f || line->Direction.X <= -0.000000001f)
- {
- v9 = x1;
- lineDirection = x0 >= x1;
- v11 = x0;
- }
- else
+ normalize_2d(line->Direction);
+
+ // Clockwise perpendicular to the line direction vector
+ line->PerpendicularC = { line->Direction.Y, -line->Direction.X };
+
+ auto lineStart = x0, lineEnd = x1;
+ if (std::abs(line->Direction.X) < 0.000000001f)
{
line->Direction.X = 0.0;
- v9 = y1;
- lineDirection = y0 >= y1;
- v11 = y0;
- }
- if (lineDirection)
- {
- line->OriginX = v9;
- line->OriginY = v11;
- }
- else
- {
- line->OriginY = v9;
- line->OriginX = v11;
+ lineStart = y0;
+ lineEnd = y1;
}
+
+ line->MinCoord = std::min(lineStart, lineEnd);
+ line->MaxCoord = std::max(lineStart, lineEnd);
}
+// Returns the distance from ray origin to the ray-line segment intersection point.
float maths::ray_intersect_line(ray_type* ray, line_type* line)
{
- bool v5;
- bool v6;
+ // V1 vector between ray origin and line origin
+ // V2 ray direction
+ // V3 line perpendicular clockwise
+ auto v1 = vector_sub(ray->Origin, line->Origin);
+ auto v2 = line->Direction;
+ auto v3 = vector2{ -ray->Direction.Y, ray->Direction.X };
- float perpDot = line->PerpendicularL.Y * ray->Direction.Y + ray->Direction.X * line->PerpendicularL.X;
- if (perpDot < 0.0f)
+ // Project line on ray perpendicular, no intersection if ray is pointing away from the line
+ auto v2DotV3 = DotProduct(v2, v3);
+ if (v2DotV3 < 0.0f)
{
- float result = -((ray->Origin.X * line->PerpendicularL.X + ray->Origin.Y * line->PerpendicularL.Y + line->
- PreComp1)
- / perpDot);
- if (result >= -ray->MinDistance && result <= ray->MaxDistance)
+ // Distance to the intersect point: (V2 X V1) / (V2 dot V3)
+ auto distance = cross(v2, v1) / v2DotV3;
+ if (distance >= -ray->MinDistance && distance <= ray->MaxDistance)
{
- line->RayIntersect.X = result * ray->Direction.X + ray->Origin.X;
- float v4 = result * ray->Direction.Y + ray->Origin.Y;
- line->RayIntersect.Y = v4;
- if (line->Direction.X == 0.0f)
+ line->RayIntersect.X = distance * ray->Direction.X + ray->Origin.X;
+ line->RayIntersect.Y = distance * ray->Direction.Y + ray->Origin.Y;
+
+ // Check if intersection point is inside line segment
+ auto testPoint = line->Direction.X != 0.0f ? line->RayIntersect.X : line->RayIntersect.Y;
+ if (testPoint >= line->MinCoord && testPoint <= line->MaxCoord)
{
- if (v4 >= line->OriginX)
- {
- v5 = v4 < line->OriginY;
- v6 = v4 == line->OriginY;
- if (v5 || v6)
- return result;
- return 1000000000.0;
- }
- }
- else if (line->OriginX <= line->RayIntersect.X)
- {
- float v7 = line->RayIntersect.X;
- v5 = v7 < line->OriginY;
- v6 = v7 == line->OriginY;
- if (v5 || v6)
- return result;
- return 1000000000.0;
+ return distance;
}
}
}
+
return 1000000000.0;
}
-void maths::cross(vector3* vec1, vector3* vec2, vector3* dstVec)
+void maths::cross(const vector3& vec1, const vector3& vec2, vector3& dstVec)
{
- dstVec->X = vec2->Z * vec1->Y - vec2->Y * vec1->Z;
- dstVec->Y = vec2->X * vec1->Z - vec1->X * vec2->Z;
- dstVec->Z = vec1->X * vec2->Y - vec2->X * vec1->Y;
+ dstVec.X = vec2.Z * vec1.Y - vec2.Y * vec1.Z;
+ dstVec.Y = vec2.X * vec1.Z - vec1.X * vec2.Z;
+ dstVec.Z = vec1.X * vec2.Y - vec2.X * vec1.Y;
}
-float maths::magnitude(vector3* vec)
+float maths::cross(const vector2& vec1, const vector2& vec2)
+{
+ return vec1.X * vec2.Y - vec1.Y * vec2.X;
+}
+
+float maths::magnitude(const vector3& vec)
{
float result;
- auto magSq = vec->X * vec->X + vec->Y * vec->Y + vec->Z * vec->Z;
+ auto magSq = vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z;
if (magSq == 0.0f)
result = 0.0;
else
@@ -263,10 +207,15 @@ float maths::magnitude(vector3* vec)
return result;
}
-void maths::vector_add(vector2* vec1Dst, vector2* vec2)
+void maths::vector_add(vector2& vec1Dst, const vector2& vec2)
{
- vec1Dst->X += vec2->X;
- vec1Dst->Y += vec2->Y;
+ vec1Dst.X += vec2.X;
+ vec1Dst.Y += vec2.Y;
+}
+
+vector2 maths::vector_sub(const vector2& vec1, const vector2& vec2)
+{
+ return { vec1.X - vec2.X, vec1.Y - vec2.Y };
}
float maths::basic_collision(TBall* ball, vector2* nextPosition, vector2* direction, float elasticity, float smoothness,
@@ -285,7 +234,7 @@ float maths::basic_collision(TBall* ball, vector2* nextPosition, vector2* direct
float dy1 = proj * direction->Y;
ball->Acceleration.X = (dx1 + ball->Acceleration.X) * smoothness + dx1 * elasticity;
ball->Acceleration.Y = (dy1 + ball->Acceleration.Y) * smoothness + dy1 * elasticity;
- normalize_2d(&ball->Acceleration);
+ normalize_2d(ball->Acceleration);
}
float projSpeed = proj * ball->Speed;
float newSpeed = ball->Speed - (1.0f - elasticity) * projSpeed;
@@ -294,33 +243,26 @@ float maths::basic_collision(TBall* ball, vector2* nextPosition, vector2* direct
{
ball->Acceleration.X = newSpeed * ball->Acceleration.X + direction->X * boost;
ball->Acceleration.Y = newSpeed * ball->Acceleration.Y + direction->Y * boost;
- ball->Speed = normalize_2d(&ball->Acceleration);
+ ball->Speed = normalize_2d(ball->Acceleration);
}
return projSpeed;
}
-float maths::Distance_Squared(vector2& vec1, vector2& vec2)
+float maths::Distance_Squared(const vector2& vec1, const vector2& vec2)
{
- return (vec1.Y - vec2.Y) * (vec1.Y - vec2.Y) + (vec1.X - vec2.X) * (vec1.X - vec2.X);
+ auto dx = vec1.X - vec2.X;
+ auto dy = vec1.Y - vec2.Y;
+ return dy * dy + dx * dx;
}
-float maths::DotProduct(vector2* vec1, vector2* vec2)
+float maths::DotProduct(const vector2& vec1, const vector2& vec2)
{
- return vec1->Y * vec2->Y + vec1->X * vec2->X;
+ return vec1.X * vec2.X + vec1.Y * vec2.Y;
}
-void maths::vswap(vector2* vec1, vector2* vec2)
+float maths::Distance(const vector2& vec1, const vector2& vec2)
{
- vector2 tmp = *vec1;
- *vec1 = *vec2;
- *vec2 = tmp;
-}
-
-float maths::Distance(vector2* vec1, vector2* vec2)
-{
- auto dx = vec1->X - vec2->X;
- auto dy = vec1->Y - vec2->Y;
- return sqrt(dy * dy + dx * dx);
+ return sqrt(Distance_Squared(vec1, vec2));
}
void maths::SinCos(float angle, float* sinOut, float* cosOut)
@@ -329,12 +271,12 @@ void maths::SinCos(float angle, float* sinOut, float* cosOut)
*cosOut = cos(angle);
}
-void maths::RotatePt(vector2* point, float sin, float cos, vector2* origin)
+void maths::RotatePt(vector2& point, float sin, float cos, const vector2& origin)
{
- auto dirX = point->X - origin->X;
- auto dirY = point->Y - origin->Y;
- point->X = dirX * cos - dirY * sin + origin->X;
- point->Y = dirX * sin + dirY * cos + origin->Y;
+ auto dirX = point.X - origin.X;
+ auto dirY = point.Y - origin.Y;
+ point.X = dirX * cos - dirY * sin + origin.X;
+ point.Y = dirX * sin + dirY * cos + origin.Y;
}
float maths::distance_to_flipper(ray_type* ray1, ray_type* ray2)
@@ -347,13 +289,13 @@ float maths::distance_to_flipper(ray_type* ray1, ray_type* ray2)
distance = newDistance;
distanceType = 0;
}
- newDistance = ray_intersect_circle(ray1, &TFlipperEdge::circlebase);
+ newDistance = ray_intersect_circle(*ray1, TFlipperEdge::circlebase);
if (newDistance < distance)
{
distance = newDistance;
distanceType = 2;
}
- newDistance = ray_intersect_circle(ray1, &TFlipperEdge::circleT1);
+ newDistance = ray_intersect_circle(*ray1, TFlipperEdge::circleT1);
if (newDistance < distance)
{
distance = newDistance;
@@ -389,15 +331,15 @@ float maths::distance_to_flipper(ray_type* ray1, ray_type* ray2)
dirY = ray2->Origin.Y - TFlipperEdge::circleT1.Center.Y;
}
ray2->Direction.Y = dirY;
- normalize_2d(&ray2->Direction);
+ normalize_2d(ray2->Direction);
return distance;
}
- ray2->Direction = TFlipperEdge::lineB.PerpendicularL;
+ ray2->Direction = TFlipperEdge::lineB.PerpendicularC;
nextOrigin = &TFlipperEdge::lineB.RayIntersect;
}
else
{
- ray2->Direction = TFlipperEdge::lineA.PerpendicularL;
+ ray2->Direction = TFlipperEdge::lineA.PerpendicularC;
nextOrigin = &TFlipperEdge::lineA.RayIntersect;
}
ray2->Origin = *nextOrigin;
@@ -406,20 +348,22 @@ float maths::distance_to_flipper(ray_type* ray1, ray_type* ray2)
return 1000000000.0;
}
-void maths::RotateVector(vector2* vec, float angle)
+void maths::RotateVector(vector2& vec, float angle)
{
float s = sin(angle), c = cos(angle);
- vec->X = c * vec->X - s * vec->Y;
- vec->Y = s * vec->X + c * vec->Y;
+ vec.X = c * vec.X - s * vec.Y;
+ vec.Y = s * vec.X + c * vec.Y;
/* Error in the original, should be:
- * tmp = c * vec->X - s * vec->Y;
- * vec->Y = s * vec->X + c * vec->Y;
- * vec->X = tmp
+ * auto newX = c * vec.X - s * vec.Y;
+ * vec.Y = s * vec.X + c * vec.Y;
+ * vec.X = newX;
*/
+ // Original code rotates the point on a figure eight curve.
+ // Luckily, it is never used with angle always set to 0.
}
-void maths::find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2** lineEnd,
- vector2** lineStart)
+void maths::find_closest_edge(ramp_plane_type* planes, int planeCount, wall_point_type* wall, vector2& lineEnd,
+ vector2& lineStart)
{
vector2 wallEnd{}, wallStart{};
@@ -429,35 +373,22 @@ void maths::find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point
wallEnd.X = wall->X1;
float maxDistance = 1000000000.0f;
- ramp_plane_type* planePtr = plane;
for (auto index = 0; index < planeCount; index++)
{
- auto vec1 = &planePtr->V1,
- vec2 = &planePtr->V2,
- vec3 = &planePtr->V3;
- auto distance = Distance(&wallStart, vec1) + Distance(&wallEnd, vec2);
- if (distance < maxDistance)
- {
- maxDistance = distance;
- *lineEnd = vec1;
- *lineStart = vec2;
- }
+ auto& plane = planes[index];
+ vector2* pointOrder[4] = { &plane.V1, &plane.V2, &plane.V3, &plane.V1 };
- distance = Distance(&wallStart, vec2) + Distance(&wallEnd, vec3);
- if (distance < maxDistance)
+ for (auto pt = 0; pt < 3; pt++)
{
- maxDistance = distance;
- *lineEnd = vec2;
- *lineStart = vec3;
- }
+ auto& point1 = *pointOrder[pt], point2 = *pointOrder[pt + 1];
- distance = Distance(&wallStart, vec3) + Distance(&wallEnd, vec1);
- if (distance < maxDistance)
- {
- maxDistance = distance;
- *lineEnd = vec3;
- *lineStart = vec1;
+ auto distance = Distance(wallStart, point1) + Distance(wallEnd, point2);
+ if (distance < maxDistance)
+ {
+ maxDistance = distance;
+ lineEnd = point1;
+ lineStart = point2;
+ }
}
- ++planePtr;
}
}
diff --git a/SpaceCadetPinball/maths.h b/SpaceCadetPinball/maths.h
index 87ed98a..b9a85d8 100644
--- a/SpaceCadetPinball/maths.h
+++ b/SpaceCadetPinball/maths.h
@@ -6,6 +6,15 @@ struct vector2
{
float X;
float Y;
+
+ bool operator==(const vector2& vec)
+ {
+ return X == vec.X && Y == vec.Y;
+ }
+ bool operator!=(const vector2& vec)
+ {
+ return X != vec.X || Y != vec.Y;
+ }
};
struct vector3 :vector2
@@ -40,11 +49,11 @@ struct ray_type
struct line_type
{
- vector2 PerpendicularL;
+ vector2 PerpendicularC;
vector2 Direction;
- float PreComp1;
- float OriginX;
- float OriginY;
+ vector2 Origin;
+ float MinCoord;
+ float MaxCoord;
vector2 RayIntersect;
};
@@ -71,27 +80,27 @@ struct ramp_plane_type
class maths
{
public:
- 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 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(vector2* vec);
+ static void enclosing_box(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type& dstRect);
+ static bool rectangle_clip(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type* dstRect);
+ static float ray_intersect_circle(const ray_type& ray, const circle_type& circle);
+ static float normalize_2d(vector2& 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);
- static void cross(vector3* vec1, vector3* vec2, vector3* dstVec);
- static float magnitude(vector3* vec);
- static void vector_add(vector2* vec1Dst, vector2* vec2);
+ static void cross(const vector3& vec1, const vector3& vec2, vector3& dstVec);
+ static float cross(const vector2& vec1, const vector2& vec2);
+ static float magnitude(const vector3& vec);
+ static void vector_add(vector2& vec1Dst, const vector2& vec2);
+ static vector2 vector_sub(const vector2& vec1, const vector2& vec2);
static float basic_collision(TBall* ball, vector2* nextPosition, vector2* direction, float elasticity,
float smoothness,
float threshold, float boost);
- static float Distance_Squared(vector2& vec1, vector2& vec2);
- static float DotProduct(vector2* vec1, vector2* vec2);
- static void vswap(vector2* vec1, vector2* vec2);
- static float Distance(vector2* vec1, vector2* vec2);
+ static float Distance_Squared(const vector2& vec1, const vector2& vec2);
+ static float DotProduct(const vector2& vec1, const vector2& vec2);
+ static float Distance(const vector2& vec1, const vector2& vec2);
static void SinCos(float angle, float* sinOut, float* cosOut);
- static void RotatePt(vector2* point, float sin, float cos, vector2* origin);
+ static void RotatePt(vector2& point, float sin, float cos, const vector2& origin);
static float distance_to_flipper(ray_type* ray1, ray_type* ray2);
- static void RotateVector(vector2* vec, float angle);
- static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2** lineEnd,
- vector2** lineStart);
+ static void RotateVector(vector2& vec, float angle);
+ static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2& lineEnd,
+ vector2& lineStart);
};
diff --git a/SpaceCadetPinball/nudge.cpp b/SpaceCadetPinball/nudge.cpp
index 7a69eed..9c5a456 100644
--- a/SpaceCadetPinball/nudge.cpp
+++ b/SpaceCadetPinball/nudge.cpp
@@ -75,8 +75,8 @@ void nudge::_nudge(float xDiff, float yDiff)
{
ball->Acceleration.X = ball->Acceleration.X * ball->Speed;
ball->Acceleration.Y = ball->Acceleration.Y * ball->Speed;
- maths::vector_add(&ball->Acceleration, &accelMod);
- ball->Speed = maths::normalize_2d(&ball->Acceleration);
+ maths::vector_add(ball->Acceleration, accelMod);
+ ball->Speed = maths::normalize_2d(ball->Acceleration);
if (ball->Acceleration.X == 0.0f)
invAccelX = 1000000000.0;
else
diff --git a/SpaceCadetPinball/pb.cpp b/SpaceCadetPinball/pb.cpp
index e5a73ac..839b9c2 100644
--- a/SpaceCadetPinball/pb.cpp
+++ b/SpaceCadetPinball/pb.cpp
@@ -243,7 +243,7 @@ void pb::ballset(float dx, float dy)
TBall* ball = MainTable->BallList.at(0);
ball->Acceleration.X = dx * sensitivity;
ball->Acceleration.Y = dy * sensitivity;
- ball->Speed = maths::normalize_2d(&ball->Acceleration);
+ ball->Speed = maths::normalize_2d(ball->Acceleration);
}
void pb::frame(float dtMilliSec)
@@ -313,8 +313,8 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
vec2.Y = vec2.Y * timeDelta;
ball->Acceleration.X = ball->Speed * ball->Acceleration.X;
ball->Acceleration.Y = ball->Speed * ball->Acceleration.Y;
- maths::vector_add(&ball->Acceleration, &vec2);
- ball->Speed = maths::normalize_2d(&ball->Acceleration);
+ maths::vector_add(ball->Acceleration, vec2);
+ ball->Speed = maths::normalize_2d(ball->Acceleration);
ball->InvAcceleration.X = ball->Acceleration.X == 0.0f ? 1.0e9f : 1.0f / ball->Acceleration.X;
ball->InvAcceleration.Y = ball->Acceleration.Y == 0.0f ? 1.0e9f : 1.0f / ball->Acceleration.Y;
}
@@ -623,7 +623,7 @@ float pb::collide(float timeNow, float timeDelta, TBall* ball)
ball->RayMaxDistance = maxDistance;
positionMod.X = maxDistance * ball->Acceleration.X;
positionMod.Y = maxDistance * ball->Acceleration.Y;
- maths::vector_add(&ball->Position, &positionMod);
+ maths::vector_add(ball->Position, positionMod);
}
else
{
diff --git a/SpaceCadetPinball/proj.cpp b/SpaceCadetPinball/proj.cpp
index ec73fda..c53ddc7 100644
--- a/SpaceCadetPinball/proj.cpp
+++ b/SpaceCadetPinball/proj.cpp
@@ -38,7 +38,7 @@ float proj::z_distance(vector3* vec)
{
vector3 dstVec{};
matrix_vector_multiply(&matrix, vec, &dstVec);
- return maths::magnitude(&dstVec);
+ return maths::magnitude(dstVec);
}
void proj::xform_to_2d(vector3* vec, int* dst)
diff --git a/SpaceCadetPinball/render.cpp b/SpaceCadetPinball/render.cpp
index 432576f..78c94b5 100644
--- a/SpaceCadetPinball/render.cpp
+++ b/SpaceCadetPinball/render.cpp
@@ -76,15 +76,15 @@ void render::update()
{
case VisualTypes::Sprite:
if (curSprite->DirtyRectPrev.Width > 0)
- maths::enclosing_box(&curSprite->DirtyRectPrev, &curSprite->BmpRect, &curSprite->DirtyRect);
+ maths::enclosing_box(curSprite->DirtyRectPrev, curSprite->BmpRect, curSprite->DirtyRect);
- if (maths::rectangle_clip(&curSprite->DirtyRect, &vscreen_rect, &curSprite->DirtyRect))
+ if (maths::rectangle_clip(curSprite->DirtyRect, vscreen_rect, &curSprite->DirtyRect))
clearSprite = true;
else
curSprite->DirtyRect.Width = -1;
break;
case VisualTypes::None:
- if (maths::rectangle_clip(&curSprite->BmpRect, &vscreen_rect, &curSprite->DirtyRect))
+ if (maths::rectangle_clip(curSprite->BmpRect, vscreen_rect, &curSprite->DirtyRect))
clearSprite = !curSprite->Bmp;
else
curSprite->DirtyRect.Width = -1;
@@ -291,7 +291,7 @@ void render::repaint(struct render_sprite_type_struct* sprite)
{
if (!refSprite->UnknownFlag && refSprite->Bmp)
{
- if (maths::rectangle_clip(&refSprite->BmpRect, &sprite->DirtyRect, &clipRect))
+ if (maths::rectangle_clip(refSprite->BmpRect, sprite->DirtyRect, &clipRect))
zdrv::paint(
clipRect.Width,
clipRect.Height,
@@ -334,7 +334,7 @@ void render::paint_balls()
{
auto ball = ball_list[index];
auto dirty = &ball->DirtyRect;
- if (ball->Bmp && maths::rectangle_clip(&ball->BmpRect, &vscreen_rect, &ball->DirtyRect))
+ if (ball->Bmp && maths::rectangle_clip(ball->BmpRect, vscreen_rect, &ball->DirtyRect))
{
int xPos = dirty->XPosition;
int yPos = dirty->YPosition;
@@ -407,7 +407,7 @@ void render::build_occlude_list()
{
if (!refSprite->UnknownFlag
&& refSprite->BoundingRect.Width != -1
- && maths::rectangle_clip(&mainSprite->BoundingRect, &refSprite->BoundingRect, nullptr)
+ && maths::rectangle_clip(mainSprite->BoundingRect, refSprite->BoundingRect, nullptr)
&& spriteArr)
{
spriteArr->push_back(refSprite);