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SpaceCadetPinball/SpaceCadetPinball/TCollisionComponent.cpp

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#include "pch.h"
#include "TCollisionComponent.h"
#include "loader.h"
#include "maths.h"
#include "TEdgeSegment.h"
#include "TPinballTable.h"
TCollisionComponent::TCollisionComponent(TPinballTable* table, int groupIndex, bool createWall) :
TPinballComponent(table, groupIndex, true)
{
visualStruct visual{};
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ActiveFlag = 1;
if (GroupName != nullptr)
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UnusedBaseFlag = 1;
if (groupIndex <= 0)
{
loader::default_vsi(&visual);
}
else
{
loader::query_visual(groupIndex, 0, &visual);
if (createWall)
{
float offset = table->CollisionCompOffset;
float* floatArr = loader::query_float_attribute(groupIndex, 0, 600);
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TEdgeSegment::install_wall(floatArr, this, &ActiveFlag, visual.CollisionGroup, offset, 0);
}
}
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Threshold = visual.Kicker.Threshold;
Elasticity = visual.Elasticity;
Smoothness = visual.Smoothness;
Boost = visual.Kicker.Boost;
HardHitSoundId = visual.Kicker.HardHitSoundId;
SoftHitSoundId = visual.SoftHitSoundId;
GroupIndex = groupIndex;
}
TCollisionComponent::~TCollisionComponent()
{
for (auto edge : EdgeList)
delete edge;
}
void TCollisionComponent::port_draw()
{
for (auto edge : EdgeList)
edge->port_draw();
}
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int TCollisionComponent::DefaultCollision(TBall* ball, vector_type* nextPosition, vector_type* direction)
{
if (PinballTable->TiltLockFlag)
{
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maths::basic_collision(ball, nextPosition, direction, Elasticity, Smoothness, 1000000000.0, 0.0);
return 0;
}
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auto projSpeed = maths::basic_collision(ball, nextPosition, direction, Elasticity, Smoothness, Threshold, Boost);
if (projSpeed <= Threshold)
{
if (projSpeed > 0.2f)
{
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if (SoftHitSoundId)
loader::play_sound(SoftHitSoundId);
}
return 0;
}
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if (HardHitSoundId)
loader::play_sound(HardHitSoundId);
return 1;
}
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void TCollisionComponent::Collision(TBall* ball, vector_type* nextPosition, vector_type* direction,
float coef, TEdgeSegment* edge)
{
int soundIndex;
if (PinballTable->TiltLockFlag)
{
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maths::basic_collision(ball, nextPosition, direction, Elasticity, Smoothness, 1000000000.0, 0.0);
return;
}
auto projSpeed = maths::basic_collision(
ball,
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nextPosition,
direction,
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Elasticity,
Smoothness,
Threshold,
Boost);
if (projSpeed <= Threshold)
{
if (projSpeed <= 0.2f)
return;
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soundIndex = SoftHitSoundId;
}
else
{
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soundIndex = HardHitSoundId;
}
if (soundIndex)
loader::play_sound(soundIndex);
}
int TCollisionComponent::FieldEffect(TBall* ball, vector_type* vecDst)
{
return 0;
}