SpaceCadetPinball/SpaceCadetPinball/TFlipperEdge.h

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#pragma once
#include "maths.h"
#include "TEdgeSegment.h"
class TPinballTable;
class TFlipperEdge : public TEdgeSegment
{
public:
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TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup, TPinballTable* table,
vector3* origin, vector3* vecT1, vector3* vecT2, float extendTime, float retractTime, float collMult,
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float elasticity, float smoothness);
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void port_draw() override;
float FindCollisionDistance(ray_type* ray) override;
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void EdgeCollision(TBall* ball, float distance) override;
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void place_in_grid() override;
void set_control_points(float timeNow);
void build_edges_in_motion();
float flipper_angle(float timeNow);
int is_ball_inside(float x, float y);
void SetMotion(int code, float value);
int FlipperFlag;
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float Elasticity;
float Smoothness;
vector2 RotOrigin{};
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float CirclebaseRadius;
float CircleT1Radius;
float CirclebaseRadiusSq;
float CircleT1RadiusSq;
float CirclebaseRadiusMSq;
float CircleT1RadiusMSq;
float AngleMax;
float Angle2{};
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float Angle1;
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int CollisionFlag1;
int CollisionFlag2{};
vector2 CollisionLinePerp{};
vector2 A1Src{};
vector2 A2Src{};
vector2 B1Src{};
vector2 B2Src{};
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float CollisionMult;
vector2 T1Src{};
vector2 T2Src{};
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float DistanceDivSq;
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float CollisionTimeAdvance;
vector2 CollisionDirection{};
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int EdgeCollisionFlag;
float InputTime;
float AngleStopTime;
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float AngleMult;
float ExtendTime;
float RetractTime;
vector2 NextBallPosition{};
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static float flipper_sin_angle, flipper_cos_angle;
static vector2 A1, A2, B1, B2, T1;
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static line_type lineA, lineB;
static circle_type circlebase, circleT1;
};