mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
Cleaning up maths: part 3.
Demangled methods, vectors args by ref, added comments, more accurate ray_intersect_line.
This commit is contained in:
parent
2d0da712e3
commit
fdf1f6c9f1
@ -10,4 +10,7 @@
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<Item Name="[Color]" ExcludeView="simple">Color</Item>
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</Expand>
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</Type>
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<Type Name="vector3">
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<DisplayString>{{ X={X} Y={Y} Z={Z} }}</DisplayString>
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</Type>
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</AutoVisualizer>
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@ -135,7 +135,7 @@ void TBall::throw_ball(TBall* ball, vector3* acceleration, float angleMult, floa
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ball->Acceleration = *acceleration;
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float rnd = RandFloat();
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float angle = (1.0f - (rnd + rnd)) * angleMult;
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maths::RotateVector(&ball->Acceleration, angle);
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maths::RotateVector(ball->Acceleration, angle);
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rnd = RandFloat();
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ball->Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1;
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}
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@ -14,7 +14,7 @@ TCircle::TCircle(TCollisionComponent* collComp, char* activeFlag, unsigned colli
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float TCircle::FindCollisionDistance(ray_type* ray)
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{
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return maths::ray_intersect_circle(ray, &Circle);
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return maths::ray_intersect_circle(*ray, Circle);
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}
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void TCircle::EdgeCollision(TBall* ball, float coef)
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@ -25,7 +25,7 @@ void TCircle::EdgeCollision(TBall* ball, float coef)
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nextPosition.Y = coef * ball->Acceleration.Y + ball->Position.Y;
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direction.X = nextPosition.X - Circle.Center.X;
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direction.Y = nextPosition.Y - Circle.Center.Y;
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maths::normalize_2d(&direction);
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maths::normalize_2d(direction);
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CollisionComponent->Collision(ball, &nextPosition, &direction, coef, this);
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}
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@ -100,7 +100,7 @@ void TEdgeManager::FieldEffects(TBall* ball, vector2* dstVec)
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{
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if (field->CollisionComp->FieldEffect(ball, &vec))
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{
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maths::vector_add(dstVec, &vec);
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maths::vector_add(*dstVec, vec);
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}
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}
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}
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@ -50,7 +50,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
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start.Y = floatArr[2];
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end.X = floatArr[3];
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end.Y = floatArr[4];
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, &start, &end);
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
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edge = line;
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if (line)
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@ -93,7 +93,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
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vec1.Y = center.Y - prevCenter.Y;
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vec2.X = centerX2 - centerX1;
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vec2.Y = centerY2 - center.Y;
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maths::cross(&vec1, &vec2, &dstVec);
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maths::cross(vec1, vec2, dstVec);
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if ((dstVec.Z > 0.0f && offset > 0.0f) ||
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(dstVec.Z < 0.0f && offset < 0.0f))
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{
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@ -113,7 +113,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
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start.Y = floatArrPtr[1];
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end.X = floatArrPtr[2];
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end.Y = floatArrPtr[3];
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, &start, &end);
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
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edge = line;
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if (line)
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@ -21,14 +21,14 @@ TFlagSpinner::TFlagSpinner(TPinballTable* table, int groupIndex) : TCollisionCom
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end.Y = visual.FloatArr[1];
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start.X = visual.FloatArr[2];
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start.Y = visual.FloatArr[3];
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auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &start, &end);
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auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, start, end);
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if (line)
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{
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line->place_in_grid();
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EdgeList.push_back(line);
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}
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line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &end, &start);
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line = new TLine(this, &ActiveFlag, visual.CollisionGroup, end, start);
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PrevCollider = line;
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if (line)
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{
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@ -23,8 +23,8 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
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RetractTime = retractTime;
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CollisionMult = collMult;
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T1Src = *vecT1;
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T2Src = *vecT2;
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T1Src = static_cast<vector2>(*vecT1);
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T2Src = static_cast<vector2>(*vecT2);
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RotOrigin.X = origin->X;
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RotOrigin.Y = origin->Y;
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@ -39,15 +39,15 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
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vecDir1.X = vecT1->X - origin->X;
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vecDir1.Y = vecT1->Y - origin->Y;
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vecDir1.Z = 0.0;
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maths::normalize_2d(&vecDir1);
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maths::normalize_2d(vecDir1);
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vecDir2.X = vecT2->X - origin->X;
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vecDir2.Y = vecT2->Y - origin->Y;
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vecDir2.Z = 0.0;
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maths::normalize_2d(&vecDir2);
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maths::normalize_2d(vecDir2);
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AngleMax = acos(maths::DotProduct(&vecDir1, &vecDir2));
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maths::cross(&vecDir1, &vecDir2, &crossProd);
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AngleMax = acos(maths::DotProduct(vecDir1, vecDir2));
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maths::cross(vecDir1, vecDir2, crossProd);
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if (crossProd.Z < 0.0f)
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AngleMax = -AngleMax;
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FlipperFlag = 0;
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@ -69,8 +69,8 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
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if (AngleMax < 0.0f)
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{
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maths::vswap(&A1Src, &B1Src);
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maths::vswap(&A2Src, &B2Src);
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std::swap(A1Src, B1Src);
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std::swap(A2Src, B2Src);
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}
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auto dx = vecT1->X - RotOrigin.X;
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@ -79,7 +79,7 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
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DistanceDivSq = distance1 * distance1;
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float minMoveTime = std::min(ExtendTime, RetractTime);
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auto distance = maths::Distance(vecT1, vecT2);
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auto distance = maths::Distance(*vecT1, *vecT2);
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CollisionTimeAdvance = minMoveTime / (distance / CircleT1Radius + distance / CircleT1Radius);
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TFlipperEdge::place_in_grid();
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@ -139,12 +139,12 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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{
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if (maths::Distance_Squared(ogRay->Origin, T1) >= CircleT1RadiusMSq)
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{
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srcRay.Direction.Y = lineB.PerpendicularL.Y;
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srcRay.Direction.X = lineB.PerpendicularL.X;
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srcRay.Direction.Y = lineB.PerpendicularC.Y;
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srcRay.Direction.X = lineB.PerpendicularC.X;
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if (ballInside == 4)
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{
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srcRay.Direction.Y = lineA.PerpendicularL.Y;
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srcRay.Direction.X = lineA.PerpendicularL.X;
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srcRay.Direction.Y = lineA.PerpendicularC.Y;
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srcRay.Direction.X = lineA.PerpendicularC.X;
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}
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srcRay.Direction.X = -srcRay.Direction.X;
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srcRay.Direction.Y = -srcRay.Direction.Y;
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@ -153,14 +153,14 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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{
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srcRay.Direction.X = T1.X - ogRay->Origin.X;
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srcRay.Direction.Y = T1.Y - ogRay->Origin.Y;
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maths::normalize_2d(&srcRay.Direction);
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maths::normalize_2d(srcRay.Direction);
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}
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}
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else
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{
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srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
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srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
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maths::normalize_2d(&srcRay.Direction);
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maths::normalize_2d(srcRay.Direction);
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}
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srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
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@ -170,7 +170,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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{
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srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
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srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
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maths::normalize_2d(&srcRay.Direction);
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maths::normalize_2d(srcRay.Direction);
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srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
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if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09f)
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@ -203,9 +203,9 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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vector2* linePtr;
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if (FlipperFlag == 1 && ballInside != 5)
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{
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linePtr = &lineA.PerpendicularL;
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srcRay.Direction.Y = lineA.PerpendicularL.Y;
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srcRay.Direction.X = lineA.PerpendicularL.X;
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linePtr = &lineA.PerpendicularC;
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srcRay.Direction.Y = lineA.PerpendicularC.Y;
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srcRay.Direction.X = lineA.PerpendicularC.X;
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}
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else
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{
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@ -215,7 +215,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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CollisionFlag2 = 1;
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srcRay.Direction.X = RotOrigin.X - posX;
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srcRay.Direction.Y = RotOrigin.Y - posY;
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maths::normalize_2d(&srcRay.Direction);
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maths::normalize_2d(srcRay.Direction);
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srcRay.Origin.X = posX - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = posY - srcRay.Direction.Y * 5.0f;
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@ -235,9 +235,9 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
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return 0.0;
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}
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linePtr = &lineB.PerpendicularL;
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srcRay.Direction.Y = lineB.PerpendicularL.Y;
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srcRay.Direction.X = lineB.PerpendicularL.X;
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linePtr = &lineB.PerpendicularC;
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srcRay.Direction.Y = lineB.PerpendicularC.Y;
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srcRay.Direction.X = lineB.PerpendicularC.X;
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}
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CollisionLinePerp = *linePtr;
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@ -274,13 +274,13 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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vector2* linePtr;
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if (FlipperFlag == 2)
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{
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linePtr = &lineB.PerpendicularL;
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linePtr = &lineB.PerpendicularC;
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CollisionFlag1 = AngleMax <= 0.0f;
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}
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else
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{
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CollisionFlag1 = AngleMax > 0.0f;
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linePtr = &lineA.PerpendicularL;
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linePtr = &lineA.PerpendicularC;
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}
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CollisionLinePerp = *linePtr;
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CollisionDirection = dstRay.Direction;
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@ -313,7 +313,7 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
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{
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float v11;
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float v20 = sqrt(distance / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
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float dot1 = maths::DotProduct(&CollisionLinePerp, &CollisionDirection);
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float dot1 = maths::DotProduct(CollisionLinePerp, CollisionDirection);
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if (dot1 >= 0.0f)
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v11 = dot1 * v20;
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else
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@ -395,11 +395,11 @@ void TFlipperEdge::set_control_points(float timeNow)
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B1 = B1Src;
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B2 = B2Src;
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T1 = T1Src;
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maths::RotatePt(&A1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
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maths::RotatePt(&A2, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
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maths::RotatePt(&T1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
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maths::RotatePt(&B1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
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maths::RotatePt(&B2, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
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maths::RotatePt(A1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(A2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(T1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(B1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(B2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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}
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void TFlipperEdge::build_edges_in_motion()
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@ -127,7 +127,7 @@ int THole::FieldEffect(TBall* ball, vector2* vecDst)
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direction.Y = Circle.Center.Y - ball->Position.Y;
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if (direction.X * direction.X + direction.Y * direction.Y <= Circle.RadiusSq)
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{
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maths::normalize_2d(&direction);
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maths::normalize_2d(direction);
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vecDst->X = direction.X * GravityPull - ball->Acceleration.X * ball->Speed;
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vecDst->Y = direction.Y * GravityPull - ball->Acceleration.Y * ball->Speed;
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result = 1;
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@ -138,7 +138,7 @@ int TKickout::FieldEffect(TBall* ball, vector2* dstVec)
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direction.Y = Circle.Center.Y - ball->Position.Y;
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if (direction.Y * direction.Y + direction.X * direction.X > Circle.RadiusSq)
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return 0;
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maths::normalize_2d(&direction);
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maths::normalize_2d(direction);
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dstVec->X = direction.X * FieldMult - ball->Acceleration.X * ball->Speed;
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dstVec->Y = direction.Y * FieldMult - ball->Acceleration.Y * ball->Speed;
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return 1;
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@ -14,20 +14,20 @@ TLine::TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collis
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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* activeFlag, unsigned int collisionGroup, struct vector2* start,
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struct vector2* end) : TEdgeSegment(collCmp, activeFlag, collisionGroup)
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TLine::TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, const vector2& start,
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const vector2& end) : TEdgeSegment(collCmp, activeFlag, collisionGroup)
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{
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X0 = start->X;
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Y0 = start->Y;
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X1 = end->X;
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Y1 = end->Y;
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X0 = start.X;
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Y0 = start.Y;
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X1 = end.X;
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Y1 = end.Y;
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maths::line_init(&Line, X0, Y0, X1, Y1);
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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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float offX = offset * Line.PerpendicularC.X;
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float offY = offset * Line.PerpendicularC.Y;
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X0 += offX;
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Y0 += offY;
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@ -46,7 +46,7 @@ void TLine::EdgeCollision(TBall* ball, float coef)
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CollisionComponent->Collision(
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ball,
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&Line.RayIntersect,
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&Line.PerpendicularL,
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&Line.PerpendicularC,
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coef,
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this);
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}
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@ -9,7 +9,7 @@ public:
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line_type Line{};
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float X0, Y0, X1, Y1;
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TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, float x0, float y0, float x1, float y1);
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TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, vector2* start, vector2* end);
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TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, const vector2& start, const vector2& end);
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void Offset(float offset);
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float FindCollisionDistance(ray_type* ray) override;
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void EdgeCollision(TBall* ball, float coef) override;
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@ -21,7 +21,7 @@ TOneway::TOneway(TPinballTable* table, int groupIndex) : TCollisionComponent(tab
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linePt1.X = visual.FloatArr[2];
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linePt1.Y = visual.FloatArr[3];
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auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &linePt2, &linePt1);
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auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, linePt2, linePt1);
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if (line)
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{
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line->Offset(table->CollisionCompOffset);
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@ -29,7 +29,7 @@ TOneway::TOneway(TPinballTable* table, int groupIndex) : TCollisionComponent(tab
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EdgeList.push_back(line);
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}
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line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &linePt1, &linePt2);
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line = new TLine(this, &ActiveFlag, visual.CollisionGroup, linePt1, linePt2);
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Line = line;
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if (line)
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{
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@ -59,7 +59,7 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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tmpRect.YPosition = bmp->YPosition - table->YOffset;
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tmpRect.Width = bmp->Width;
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tmpRect.Height = bmp->Height;
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maths::enclosing_box(&bmp1Rect, &tmpRect, &bmp1Rect);
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maths::enclosing_box(bmp1Rect, tmpRect, bmp1Rect);
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}
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RenderSprite = render::create_sprite(
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@ -14,7 +14,7 @@
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TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
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{
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visualStruct visual{};
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vector2 end{}, start{}, *end2, *start2, *start3, *end3;
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vector2 end{}, start{}, end2{}, start2{}, start3{}, end3{};
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MessageField = 0;
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UnusedBaseFlag = 1;
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@ -33,7 +33,7 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
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end.Y = floatArr4[3];
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start.X = floatArr4[4];
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start.Y = floatArr4[5];
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Line1 = new TLine(this, &ActiveFlag, 1 << static_cast<int>(floor(floatArr4[0])), &start, &end);
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Line1 = new TLine(this, &ActiveFlag, 1 << static_cast<int>(floor(floatArr4[0])), start, end);
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EdgeList.push_back(Line1);
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if (Line1)
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{
|
||||
@ -49,8 +49,8 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
|
||||
RampPlane,
|
||||
RampPlaneCount,
|
||||
reinterpret_cast<wall_point_type*>(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<wall_point_type*>(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);
|
||||
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};
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
auto distance = Distance(wallStart, point1) + Distance(wallEnd, point2);
|
||||
if (distance < maxDistance)
|
||||
{
|
||||
maxDistance = distance;
|
||||
*lineEnd = vec3;
|
||||
*lineStart = vec1;
|
||||
lineEnd = point1;
|
||||
lineStart = point2;
|
||||
}
|
||||
}
|
||||
++planePtr;
|
||||
}
|
||||
}
|
||||
|
@ -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);
|
||||
};
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
{
|
||||
|
@ -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)
|
||||
|
@ -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);
|
||||
|
Loading…
Reference in New Issue
Block a user