mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
117 lines
3.2 KiB
C++
117 lines
3.2 KiB
C++
#include "pch.h"
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#include "TEdgeSegment.h"
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#include "TCircle.h"
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#include "TCollisionComponent.h"
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#include "TLine.h"
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TEdgeSegment::TEdgeSegment(TCollisionComponent* collComp, char* activeFlag, unsigned collisionGroup)
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{
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CollisionComponent = collComp;
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ActiveFlag = activeFlag;
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CollisionGroup = collisionGroup;
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ProcessedFlag = 0;
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}
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void TEdgeSegment::port_draw()
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{
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}
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TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* collComp, char* activeFlagPtr,
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unsigned int collisionGroup, float offset, size_t wallValue)
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{
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vector2 center{}, start{}, end{}, prevCenter{};
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vector3 vec1{}, vec2{}, dstVec{};
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TEdgeSegment* edge = nullptr;
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wall_type wallType = static_cast<wall_type>(static_cast<int>(floor(*floatArr) - 1.0f));
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switch (wallType)
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{
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case wall_type::Circle:
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{
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center.X = floatArr[1];
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center.Y = floatArr[2];
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auto radius = offset + floatArr[3];
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auto circle = new TCircle(collComp, activeFlagPtr, collisionGroup, ¢er, radius);
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circle->WallValue = reinterpret_cast<void*>(wallValue);
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circle->place_in_grid(&collComp->AABB);
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collComp->EdgeList.push_back(circle);
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edge = circle;
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break;
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}
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case wall_type::Line:
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{
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start.X = floatArr[1];
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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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line->WallValue = reinterpret_cast<void*>(wallValue);
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line->Offset(offset);
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line->place_in_grid(&collComp->AABB);
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collComp->EdgeList.push_back(line);
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edge = line;
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break;
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}
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default:
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{
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int wallTypeI = static_cast<int>(wallType);
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auto floatArrPtr = floatArr + 1;
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prevCenter.X = floatArr[2 * wallTypeI - 1];
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prevCenter.Y = floatArr[2 * wallTypeI];
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for (int index = 0; index < wallTypeI; index++, floatArrPtr += 2)
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{
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float centerX2, centerY2;
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if (index >= wallTypeI - 1)
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{
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centerX2 = floatArr[1];
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centerY2 = floatArr[2];
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}
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else
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{
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centerX2 = floatArrPtr[2];
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centerY2 = floatArrPtr[3];
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}
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auto centerX1 = floatArrPtr[0];
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auto centerY1 = floatArrPtr[1];
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center.X = centerX1;
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center.Y = centerY1;
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if (offset != 0.0f)
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{
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vec1.X = centerX1 - prevCenter.X;
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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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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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float radius = offset * 1.001f;
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auto circle = new TCircle(collComp, activeFlagPtr, collisionGroup, ¢er, radius);
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circle->WallValue = reinterpret_cast<void*>(wallValue);
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circle->place_in_grid(&collComp->AABB);
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collComp->EdgeList.push_back(circle);
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}
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}
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start.X = floatArrPtr[0];
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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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line->WallValue = reinterpret_cast<void*>(wallValue);
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line->Offset(offset);
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line->place_in_grid(&collComp->AABB);
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collComp->EdgeList.push_back(line);
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edge = line;
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prevCenter = center;
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}
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}
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}
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return edge;
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}
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