mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
491 lines
14 KiB
C++
491 lines
14 KiB
C++
#include "pch.h"
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#include "TFlipperEdge.h"
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#include "TLine.h"
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#include "TPinballTable.h"
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#include "TTableLayer.h"
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float TFlipperEdge::flipper_sin_angle, TFlipperEdge::flipper_cos_angle;
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vector_type TFlipperEdge::A1, TFlipperEdge::A2, TFlipperEdge::B1, TFlipperEdge::B2, TFlipperEdge::T1;
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line_type TFlipperEdge::lineA, TFlipperEdge::lineB;
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circle_type TFlipperEdge::circlebase, TFlipperEdge::circleT1;
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TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup, TPinballTable* table,
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vector_type* origin, vector_type* vecT1, vector_type* vecT2, float bmpCoef1, float bmpCoef2,
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float collMult, float elasticity, float smoothness): TEdgeSegment(collComp, activeFlag, collisionGroup)
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{
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vector_type crossProd{}, vecDir1{}, vecDir2{};
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Elasticity = elasticity;
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Smoothness = smoothness;
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BmpCoef1 = bmpCoef1;
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BmpCoef2 = bmpCoef2;
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CollisionMult = collMult;
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T1Src = *vecT1;
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T2Src = *vecT2;
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RotOrigin.X = origin->X;
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RotOrigin.Y = origin->Y;
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CirclebaseRadius = origin->Z + table->CollisionCompOffset;
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CirclebaseRadiusMSq = CirclebaseRadius * 1.01f * (CirclebaseRadius * 1.01f);
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CirclebaseRadiusSq = CirclebaseRadius * CirclebaseRadius;
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CircleT1Radius = vecT1->Z + table->CollisionCompOffset;
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CircleT1RadiusMSq = CircleT1Radius * 1.01f * (CircleT1Radius * 1.01f);
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CircleT1RadiusSq = CircleT1Radius * CircleT1Radius;
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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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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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AngleMax = acos(maths::DotProduct(&vecDir1, &vecDir2));
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maths::cross(&vecDir1, &vecDir2, &crossProd);
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if (crossProd.Z < 0.0)
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AngleMax = -AngleMax;
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FlipperFlag = 0;
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Angle1 = 0.0;
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auto dirX1 = vecDir1.X;
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auto dirY1 = -vecDir1.Y;
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A2Src.X = dirY1 * CirclebaseRadius + origin->X;
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A2Src.Y = dirX1 * CirclebaseRadius + origin->Y;
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A1Src.X = dirY1 * CircleT1Radius + vecT1->X;
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A1Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
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dirX1 = -dirX1;
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dirY1 = -dirY1;
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B1Src.X = dirY1 * CirclebaseRadius + origin->X;
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B1Src.Y = dirX1 * CirclebaseRadius + origin->Y;
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B2Src.X = dirY1 * CircleT1Radius + vecT1->X;
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B2Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
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if (AngleMax < 0.0)
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{
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maths::vswap(&A1Src, &B1Src);
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maths::vswap(&A2Src, &B2Src);
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}
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auto dx = vecT1->X - RotOrigin.X;
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auto dy = vecT1->Y - RotOrigin.Y;
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auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT1->Z;
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DistanceDivSq = distance1 * distance1;
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float bmpCoef = min(BmpCoef1, BmpCoef2);
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auto distance = maths::Distance(vecT1, vecT2);
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CollisionTimeAdvance = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
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TFlipperEdge::place_in_grid();
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EdgeCollisionFlag = 0;
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InputTime = 0.0;
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CollisionFlag1 = 0;
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AngleStopTime = 0.0;
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AngleMult = 0.0;
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}
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void TFlipperEdge::port_draw()
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{
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set_control_points(InputTime);
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build_edges_in_motion();
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}
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float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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{
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auto ogRay = ray;
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ray_type dstRay{}, srcRay{};
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if (ogRay->TimeNow > AngleStopTime)
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{
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FlipperFlag = 0;
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}
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if (EdgeCollisionFlag == 0)
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{
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if (FlipperFlag == 0)
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{
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EdgeCollisionFlag = 0;
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CollisionFlag1 = 0;
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CollisionFlag2 = 0;
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set_control_points(ogRay->TimeNow);
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build_edges_in_motion();
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auto ballInside = is_ball_inside(ogRay->Origin.X, ogRay->Origin.Y);
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srcRay.MinDistance = ogRay->MinDistance;
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if (ballInside == 0)
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{
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srcRay.Direction = ogRay->Direction;
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srcRay.MaxDistance = ogRay->MaxDistance;
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srcRay.Origin = ogRay->Origin;
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auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
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if (distance == 0.0)
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{
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NextBallPosition = dstRay.Origin;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
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}
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else
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{
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NextBallPosition = dstRay.Origin;
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}
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CollisionDirection = dstRay.Direction;
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return distance;
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}
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if (maths::Distance_Squared(ogRay->Origin, RotOrigin) >= CirclebaseRadiusMSq)
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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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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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}
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srcRay.Direction.X = -srcRay.Direction.X;
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srcRay.Direction.Y = -srcRay.Direction.Y;
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}
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else
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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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}
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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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}
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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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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
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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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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+09)
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{
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return 1e+09;
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}
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}
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NextBallPosition = dstRay.Origin;
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CollisionDirection = dstRay.Direction;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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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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auto posX = ogRay->Origin.X;
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auto posY = ogRay->Origin.Y;
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auto posXAdvance = ogRay->Direction.X * CollisionTimeAdvance;
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auto posYAdvance = ogRay->Direction.Y * CollisionTimeAdvance;
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auto rayMaxDistance = ogRay->MaxDistance * CollisionTimeAdvance;
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auto timeNow = ogRay->TimeNow;
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auto stopTime = ogRay->TimeDelta + ogRay->TimeNow;
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while (timeNow < stopTime)
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{
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set_control_points(timeNow);
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build_edges_in_motion();
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auto ballInside = is_ball_inside(posX, posY);
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if (ballInside != 0)
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{
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vector_type* 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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}
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else
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{
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if (FlipperFlag != 2 || ballInside == 4)
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{
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CollisionFlag1 = 0;
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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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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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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
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{
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NextBallPosition.X = posX;
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NextBallPosition.Y = posY;
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CollisionDirection.X = -srcRay.Direction.X;
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CollisionDirection.Y = -srcRay.Direction.Y;
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return 0.0;
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}
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NextBallPosition = dstRay.Origin;
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CollisionDirection = dstRay.Direction;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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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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}
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CollisionLinePerp = *linePtr;
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CollisionFlag2 = 0;
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CollisionFlag1 = 1;
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srcRay.Direction.X = -srcRay.Direction.X;
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srcRay.Direction.Y = -srcRay.Direction.Y;
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srcRay.MinDistance = 0.002f;
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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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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
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CollisionDirection = dstRay.Direction;
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if (distance >= 1e+09)
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{
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return 1e+09;
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}
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NextBallPosition = dstRay.Origin;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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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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srcRay.Direction = ogRay->Direction;
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srcRay.MinDistance = ogRay->MinDistance;
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srcRay.Origin = ogRay->Origin;
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srcRay.MaxDistance = rayMaxDistance;
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auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
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if (distance < 1e+09)
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{
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NextBallPosition = dstRay.Origin;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
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vector_type* linePtr;
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if (FlipperFlag == 2)
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{
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linePtr = &lineB.PerpendicularL;
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CollisionFlag1 = AngleMax <= 0.0;
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}
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else
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{
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CollisionFlag1 = AngleMax > 0.0;
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linePtr = &lineA.PerpendicularL;
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}
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CollisionLinePerp = *linePtr;
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CollisionDirection = dstRay.Direction;
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return distance;
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}
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timeNow = timeNow + CollisionTimeAdvance;
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posX = posX + posXAdvance;
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posY = posY + posYAdvance;
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}
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}
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else
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{
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EdgeCollisionFlag = 0;
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}
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return 1e+09;
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}
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void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
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{
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EdgeCollisionFlag = 1;
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if (!FlipperFlag || !CollisionFlag2 || CollisionFlag1)
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{
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float boost = 0.0;
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if (CollisionFlag1)
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{
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float dx = NextBallPosition.X - RotOrigin.X;
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float dy = NextBallPosition.Y - RotOrigin.Y;
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float distance = dy * dy + dx * dx;
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if (circlebase.RadiusSq * 1.01 < distance)
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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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if (dot1 >= 0.0)
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v11 = dot1 * v20;
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else
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v11 = 0.0;
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boost = v11 * CollisionMult;
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}
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}
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float threshold = boost <= 0.0 ? 1000000000.0f : -1.0f;
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maths::basic_collision(
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ball,
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&NextBallPosition,
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&CollisionDirection,
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Elasticity,
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Smoothness,
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threshold,
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boost);
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return;
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}
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float elasticity;
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float dx = NextBallPosition.X - RotOrigin.X;
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float dy = NextBallPosition.Y - RotOrigin.Y;
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float distance = dy * dy + dx * dx;
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if (circlebase.RadiusSq * 1.01 < distance)
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elasticity = (1.0f - sqrt(distance / DistanceDivSq)) * Elasticity;
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else
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elasticity = Elasticity;
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maths::basic_collision(ball, &NextBallPosition, &CollisionDirection, elasticity, Smoothness, 1000000000.0, 0.0);
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}
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void TFlipperEdge::place_in_grid()
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{
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float x0 = RotOrigin.X - CirclebaseRadius;
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float y0 = RotOrigin.Y - CirclebaseRadius;
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float x1 = RotOrigin.X + CirclebaseRadius;
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float y1 = RotOrigin.Y + CirclebaseRadius;
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float v2 = T1Src.X - CircleT1Radius;
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if (v2 < x0)
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x0 = v2;
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float v3 = T1Src.Y - CircleT1Radius;
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if (v3 < y0)
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y0 = v3;
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float v4 = T1Src.X + CircleT1Radius;
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if (v4 > x1)
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x1 = v4;
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float v5 = T1Src.Y + CircleT1Radius;
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if (v5 > y1)
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y1 = v5;
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float v6 = T2Src.X - CircleT1Radius;
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if (v6 < x0)
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x0 = v6;
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float v7 = T2Src.Y - CircleT1Radius;
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if (v7 < y0)
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y0 = v7;
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float v8 = T2Src.X + CircleT1Radius;
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if (v8 > x1)
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x1 = v8;
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float v9 = T2Src.Y + CircleT1Radius;
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if (v9 > y1)
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y1 = v9;
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TTableLayer::edges_insert_square(y0, x0, y1, x1, this, nullptr);
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}
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void TFlipperEdge::set_control_points(float timeNow)
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{
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maths::SinCos(flipper_angle(timeNow), &flipper_sin_angle, &flipper_cos_angle);
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A1 = A1Src;
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A2 = A2Src;
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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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}
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void TFlipperEdge::build_edges_in_motion()
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{
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maths::line_init(&lineA, A1.X, A1.Y, A2.X, A2.Y);
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maths::line_init(&lineB, B1.X, B1.Y, B2.X, B2.Y);
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circlebase.RadiusSq = CirclebaseRadiusSq;
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circlebase.Center.X = RotOrigin.X;
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circlebase.Center.Y = RotOrigin.Y;
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circleT1.RadiusSq = CircleT1RadiusSq;
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circleT1.Center.X = T1.X;
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circleT1.Center.Y = T1.Y;
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}
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float TFlipperEdge::flipper_angle(float timeNow)
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{
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if (!FlipperFlag)
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return Angle1;
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float angle = (Angle1 - Angle2) / AngleMax * AngleMult;
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if (angle < 0.0)
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angle = -angle;
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if (angle >= 0.0000001)
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angle = (timeNow - InputTime) / angle;
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else
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angle = 1.0;
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angle = min(1, max(angle, 0));
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if (FlipperFlag == 2)
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angle = 1.0f - angle;
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return angle * AngleMax;
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}
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int TFlipperEdge::is_ball_inside(float x, float y)
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{
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vector_type testPoint{};
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float dx = RotOrigin.X - x;
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float dy = RotOrigin.Y - y;
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if ((A2.X - A1.X) * (y - A1.Y) - (A2.Y - A1.Y) * (x - A1.X) >= 0.0 &&
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(B1.X - A2.X) * (y - A2.Y) - (B1.Y - A2.Y) * (x - A2.X) >= 0.0 &&
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(B2.X - B1.X) * (y - B1.Y) - (B2.Y - B1.Y) * (x - B1.X) >= 0.0 &&
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(A1.X - B2.X) * (y - B2.Y) - (A1.Y - B2.Y) * (x - B2.X) >= 0.0 ||
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dy * dy + dx * dx <= CirclebaseRadiusSq ||
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(T1.Y - y) * (T1.Y - y) + (T1.X - x) * (T1.X - x) < CircleT1RadiusSq)
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{
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float flipperLR = AngleMax < 0.0 ? -1.0f : 1.0f;
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if (FlipperFlag == 1)
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testPoint = AngleMax < 0.0 ? B1 : B2;
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else if (FlipperFlag == 2)
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testPoint = AngleMax < 0.0 ? A2 : A1;
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else
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testPoint = T1;
|
|
|
|
if (((y - testPoint.Y) * (RotOrigin.X - testPoint.X) -
|
|
(x - testPoint.X) * (RotOrigin.Y - testPoint.Y)) * flipperLR < 0.0)
|
|
return 4;
|
|
return 5;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void TFlipperEdge::SetMotion(int code, float value)
|
|
{
|
|
switch (code)
|
|
{
|
|
case 1:
|
|
Angle2 = flipper_angle(value);
|
|
Angle1 = AngleMax;
|
|
AngleMult = BmpCoef1;
|
|
break;
|
|
case 2:
|
|
Angle2 = flipper_angle(value);
|
|
Angle1 = 0.0;
|
|
AngleMult = BmpCoef2;
|
|
break;
|
|
case 1024:
|
|
FlipperFlag = 0;
|
|
Angle1 = 0.0;
|
|
return;
|
|
default: break;
|
|
}
|
|
|
|
if (!FlipperFlag)
|
|
InputTime = value;
|
|
FlipperFlag = code;
|
|
AngleStopTime = AngleMult + InputTime;
|
|
}
|