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SpaceCadetPinball/SpaceCadetPinball/maths.h

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#pragma once
class TBall;
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struct vector_type
{
float X;
float Y;
float Z;
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};
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struct rectangle_type
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{
int XPosition;
int YPosition;
int Width;
int Height;
};
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struct circle_type
{
vector_type Center;
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float RadiusSq;
};
struct ray_type
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{
vector_type Origin;
vector_type Direction;
float MaxDistance;
float MinDistance;
float TimeNow;
float TimeDelta;
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int FieldFlag;
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};
struct line_type
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{
vector_type PerpendicularL;
vector_type Direction;
float PreComp1;
float OriginX;
float OriginY;
vector_type RayIntersect;
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};
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struct vector_type2
{
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float X;
float Y;
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};
struct wall_point_type
{
float X0;
float Y0;
float X1;
float Y1;
};
struct ramp_plane_type
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{
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vector_type BallCollisionOffset;
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vector_type2 V1;
vector_type2 V2;
vector_type2 V3;
float GravityAngle1;
float GravityAngle2;
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vector_type2 FieldForce;
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};
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class maths
{
public:
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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);
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static float ray_intersect_circle(ray_type* ray, circle_type* circle);
static float normalize_2d(vector_type* 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(vector_type* vec1, vector_type* vec2, vector_type* dstVec);
static float magnitude(vector_type* vec);
static void vector_add(vector_type* vec1Dst, vector_type* vec2);
static float basic_collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float elasticity,
float smoothness,
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float threshold, float boost);
static float Distance_Squared(vector_type vec1, vector_type vec2);
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static float DotProduct(vector_type* vec1, vector_type* vec2);
static void vswap(vector_type* vec1, vector_type* vec2);
static float Distance(vector_type* vec1, vector_type* vec2);
static void SinCos(float angle, float* sinOut, float* cosOut);
static void RotatePt(vector_type* point, float sin, float cos, vector_type* origin);
static float distance_to_flipper(ray_type* ray1, ray_type* ray2);
static void RotateVector(vector_type* vec, float angle);
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static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector_type** lineEnd,
vector_type** lineStart);
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};