SpaceCadetPinball/SpaceCadetPinball/TFlipperEdge.cpp

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#include "pch.h"
#include "TFlipperEdge.h"
#include "pb.h"
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#include "TLine.h"
#include "TPinballTable.h"
#include "TTableLayer.h"
TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup,
TPinballTable* table,
vector3* origin, vector3* vecT1, vector3* vecT2, float extendSpeed, float retractSpeed,
float collMult, float elasticity, float smoothness): TEdgeSegment(
collComp, activeFlag, collisionGroup)
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{
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vector3 crossProd{}, vecOriginT1{}, vecOriginT2{};
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Elasticity = elasticity;
Smoothness = smoothness;
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CollisionMult = collMult;
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T1Src = static_cast<vector2>(*vecT1);
T2Src = static_cast<vector2>(*vecT2);
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RotOrigin.X = origin->X;
RotOrigin.Y = origin->Y;
CirclebaseRadius = origin->Z + table->CollisionCompOffset;
CirclebaseRadiusMSq = CirclebaseRadius * 1.01f * (CirclebaseRadius * 1.01f);
CirclebaseRadiusSq = CirclebaseRadius * CirclebaseRadius;
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CircleT1Radius = vecT1->Z + table->CollisionCompOffset;
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CircleT1RadiusMSq = CircleT1Radius * 1.01f * (CircleT1Radius * 1.01f);
CircleT1RadiusSq = CircleT1Radius * CircleT1Radius;
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vecOriginT1.X = vecT1->X - origin->X;
vecOriginT1.Y = vecT1->Y - origin->Y;
vecOriginT1.Z = 0.0;
maths::normalize_2d(vecOriginT1);
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vecOriginT2.X = vecT2->X - origin->X;
vecOriginT2.Y = vecT2->Y - origin->Y;
vecOriginT2.Z = 0.0;
maths::normalize_2d(vecOriginT2);
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AngleMax = acos(maths::DotProduct(vecOriginT1, vecOriginT2));
maths::cross(vecOriginT1, vecOriginT2, crossProd);
if (crossProd.Z < 0.0f)
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AngleMax = -AngleMax;
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FlipperFlag = MessageCode::TFlipperNull;
AngleDst = 0.0;
// 3DPB and FT have different formats for flipper speed:
// 3DPB: Time it takes for flipper to go from source to destination, in sec.
// FT: Flipper movement speed, in radians per sec.
if (!pb::FullTiltMode)
{
auto angleMax = std::abs(AngleMax);
retractSpeed = angleMax / retractSpeed;
extendSpeed = angleMax / extendSpeed;
}
ExtendSpeed = extendSpeed;
RetractSpeed = retractSpeed;
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const vector2 perpOriginT1Cc = {-vecOriginT1.Y, vecOriginT1.X};
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A2Src.X = perpOriginT1Cc.X * CirclebaseRadius + origin->X;
A2Src.Y = perpOriginT1Cc.Y * CirclebaseRadius + origin->Y;
A1Src.X = perpOriginT1Cc.X * CircleT1Radius + vecT1->X;
A1Src.Y = perpOriginT1Cc.Y * CircleT1Radius + vecT1->Y;
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const vector2 perpOriginT1C = {vecOriginT1.Y, -vecOriginT1.X};
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B1Src.X = perpOriginT1C.X * CirclebaseRadius + origin->X;
B1Src.Y = perpOriginT1C.Y * CirclebaseRadius + origin->Y;
B2Src.X = perpOriginT1C.X * CircleT1Radius + vecT1->X;
B2Src.Y = perpOriginT1C.Y * CircleT1Radius + vecT1->Y;
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if (AngleMax < 0.0f)
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{
std::swap(A1Src, B1Src);
std::swap(A2Src, B2Src);
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}
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auto dx = vecT1->X - RotOrigin.X;
auto dy = vecT1->Y - RotOrigin.Y;
auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT1->Z;
DistanceDiv = distance1;
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DistanceDivSq = distance1 * distance1;
InvT1Radius = 1.0f / CircleT1Radius * 1.5f;
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if (AngleMax <= 0.0f)
{
ExtendSpeed = -ExtendSpeed;
}
else
{
RetractSpeed = -RetractSpeed;
}
set_control_points(CurrentAngle);
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}
void TFlipperEdge::port_draw()
{
set_control_points(CurrentAngle);
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}
float TFlipperEdge::FindCollisionDistance(const ray_type& ray)
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{
ray_type dstRay{};
if (ControlPointDirtyFlag)
set_control_points(CurrentAngle);
auto distance = maths::distance_to_flipper(this, ray, dstRay);
if (distance >= 1e9f)
return 1e9f;
NextBallPosition = dstRay.Origin;
CollisionDirection = dstRay.Direction;
return distance;
}
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void TFlipperEdge::EdgeCollision(TBall* ball, float distance)
{
if (FlipperFlag == MessageCode::TFlipperNull)
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{
maths::basic_collision(
ball,
&NextBallPosition,
&CollisionDirection,
Elasticity,
Smoothness,
1e9f,
0);
return;
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}
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vector2 t1NextPos{NextBallPosition.X - T1.X, NextBallPosition.Y - T1.Y},
t1RotOrigin{RotOrigin.X - T1.X, RotOrigin.Y - T1.Y};
auto crossProduct = maths::cross(t1RotOrigin, t1NextPos);
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bool frontCollision = false;
if (crossProduct <= 0)
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{
if (AngleMax > 0)
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frontCollision = true;
}
else if (AngleMax <= 0)
{
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frontCollision = true;
}
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if (FlipperFlag == MessageCode::TFlipperRetract)
{
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frontCollision ^= true;
CollisionLinePerp = LineB.PerpendicularC;
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}
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else
{
CollisionLinePerp = LineA.PerpendicularC;
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}
auto dx = NextBallPosition.X - RotOrigin.X;
auto dy = NextBallPosition.Y - RotOrigin.Y;
auto distanceSq = dy * dy + dx * dx;
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if (frontCollision)
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{
float boost = 0;
if (circlebase.RadiusSq * 1.01f < distanceSq)
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{
auto v21 = std::fabs(MoveSpeed) * std::sqrt(distanceSq / DistanceDivSq);
auto dot1 = maths::DotProduct(CollisionLinePerp, CollisionDirection);
if (dot1 >= 0)
boost = CollisionMult * dot1 * v21;
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}
auto threshold = boost <= 0.0f ? 1e9f : -1.0f;
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maths::basic_collision(
ball,
&NextBallPosition,
&CollisionDirection,
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Elasticity,
Smoothness,
threshold,
boost);
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}
else
{
auto elasticity = Elasticity;
if (circlebase.RadiusSq * 1.01f < distanceSq)
elasticity = (1.0f - std::sqrt(distanceSq / DistanceDivSq)) * Elasticity;
maths::basic_collision(ball, &NextBallPosition, &CollisionDirection, elasticity, Smoothness, 1e9f, 0.0);
}
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}
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void TFlipperEdge::place_in_grid(RectF* aabb)
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{
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auto xMax = std::max(std::max(T2Src.X + CircleT1Radius, T1Src.X + CircleT1Radius), RotOrigin.X + CirclebaseRadius);
auto yMax = std::max(std::max(T2Src.Y + CircleT1Radius, T1Src.Y + CircleT1Radius), RotOrigin.Y + CirclebaseRadius);
auto xMin = std::min(std::min(T2Src.X - CircleT1Radius, T1Src.X - CircleT1Radius), RotOrigin.X - CirclebaseRadius);
auto yMin = std::min(std::min(T2Src.Y - CircleT1Radius, T1Src.Y - CircleT1Radius), RotOrigin.Y - CirclebaseRadius);
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if (aabb)
{
aabb->Merge({xMax, yMax, xMin, yMin});
}
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TTableLayer::edges_insert_square(yMin, xMin, yMax, xMax, this, nullptr);
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auto offset = 1.0f / InvT1Radius + pb::BallHalfRadius;
XMin = xMin - offset;
YMin = yMin - offset;
XMax = xMax + offset;
YMax = yMax + offset;
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}
void TFlipperEdge::set_control_points(float angle)
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{
float sin, cos;
maths::SinCos(angle, sin, cos);
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A1 = A1Src;
A2 = A2Src;
B1 = B1Src;
B2 = B2Src;
T1 = T1Src;
maths::RotatePt(A1, sin, cos, RotOrigin);
maths::RotatePt(A2, sin, cos, RotOrigin);
maths::RotatePt(T1, sin, cos, RotOrigin);
maths::RotatePt(B1, sin, cos, RotOrigin);
maths::RotatePt(B2, sin, cos, RotOrigin);
maths::line_init(LineA, A1.X, A1.Y, A2.X, A2.Y);
maths::line_init(LineB, B1.X, B1.Y, B2.X, B2.Y);
circlebase = {RotOrigin, CirclebaseRadiusSq};
circleT1 = {T1, CircleT1RadiusSq};
ControlPointDirtyFlag = false;
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}
float TFlipperEdge::flipper_angle_delta(float timeDelta)
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{
if (FlipperFlag == MessageCode::TFlipperNull)
return 0.0f;
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const auto deltaAngle = MoveSpeed * timeDelta;
if (std::fabs(deltaAngle) > AngleRemainder)
return AngleDst - CurrentAngle;
return deltaAngle;
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}
int TFlipperEdge::SetMotion(MessageCode code)
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{
switch (code)
{
case MessageCode::TFlipperExtend:
AngleRemainder = std::fabs(AngleMax - CurrentAngle);
AngleDst = AngleMax;
MoveSpeed = ExtendSpeed;
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break;
case MessageCode::TFlipperRetract:
AngleRemainder = std::fabs(CurrentAngle);
AngleDst = 0.0f;
MoveSpeed = RetractSpeed;
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break;
case MessageCode::Reset:
AngleRemainder = 0.0f;
AngleDst = 0.0f;
break;
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default: break;
}
if (AngleRemainder == 0.0f)
code = MessageCode::TFlipperNull;
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FlipperFlag = code;
return static_cast<int>(code);
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}