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https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-12-18 10:37:53 +01:00
FT collision part6: fixes and cleanup.
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parent
e0424bed65
commit
43e2ab896b
8 changed files with 15 additions and 23 deletions
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@ -17,7 +17,6 @@ TBall::TBall(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
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visualStruct visual{};
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char ballGroupName[10]{"ball"};
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TimeNow = 0.0;
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RayMaxDistance = 0.0;
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ActiveFlag = 1;
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CollisionComp = nullptr;
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@ -24,7 +24,6 @@ public :
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float Speed;
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float RayMaxDistance;
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float TimeDelta;
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float TimeNow;
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vector2 RampFieldForce{};
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TCollisionComponent* CollisionComp;
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int CollisionMask;
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@ -125,7 +125,7 @@ void TDemo::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
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case 1404:
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if (!PlungerFlag)
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{
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PinballTable->Message(MessageCode::PlungerInputPressed, ball->TimeNow);
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PinballTable->Message(MessageCode::PlungerInputPressed, 0);
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float time = RandFloat() + 2.0f;
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PlungerFlag = timer::set(time, this, PlungerRelease);
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}
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@ -615,7 +615,6 @@ TBall* TPinballTable::AddBall(vector2 position)
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ball->Direction = {};
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ball->Speed = 0;
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ball->TimeDelta = 0;
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ball->TimeNow = 0;
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ball->EdgeCollisionCount = 0;
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ball->CollisionFlag = 0;
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ball->CollisionMask = 1;
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@ -251,8 +251,8 @@ vector2 maths::vector_mul(const vector2& vec1, float val)
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float maths::basic_collision(TBall* ball, vector2* nextPosition, vector2* direction, float elasticity, float smoothness,
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float threshold, float boost)
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{
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ball->Position.X = nextPosition->X;
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ball->Position.Y = nextPosition->Y;
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ball->Position.X = nextPosition->X + direction->X * 0.0005f;
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ball->Position.Y = nextPosition->Y + direction->Y * 0.0005f;
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// Project ball direction on collision rebound direction
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auto reboundProj = -DotProduct(*direction, ball->Direction);
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@ -52,7 +52,6 @@ struct ray_type
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vector2 Direction;
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float MaxDistance;
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float MinDistance;
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float TimeNow;
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int CollisionMask;
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};
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@ -285,7 +285,7 @@ void pb::frame(float dtMilliSec)
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float dtSec = dtMilliSec * 0.001f;
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time_next = time_now + dtSec;
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timed_frame(time_now, dtSec, true);
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timed_frame(dtSec);
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time_now = time_next;
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dtMilliSec += time_ticks_remainder;
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@ -318,7 +318,7 @@ void pb::frame(float dtMilliSec)
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}
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}
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void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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void pb::timed_frame(float timeDelta)
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{
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for (auto ball : MainTable->BallList)
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{
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@ -346,12 +346,13 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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}
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}
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int ballSteps[20]{-1};
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int ballSteps[20]{};
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float ballStepsDistance[20]{};
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int maxStep = -1;
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for (auto index = 0u; index < MainTable->BallList.size(); index++)
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{
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auto ball = MainTable->BallList[index];
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ballSteps[index] = -1;
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if (ball->ActiveFlag != 0)
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{
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vector2 vecDst{};
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@ -366,8 +367,8 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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else
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{
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TTableLayer::edge_manager->FieldEffects(ball, &vecDst);
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vecDst.X *= timeDelta;
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vecDst.Y *= timeDelta;
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vecDst.X *= ball->TimeDelta;
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vecDst.Y *= ball->TimeDelta;
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ball->Direction.X *= ball->Speed;
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ball->Direction.Y *= ball->Speed;
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maths::vector_add(ball->Direction, vecDst);
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@ -401,16 +402,15 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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for (auto ballIndex = 0u; ballIndex < MainTable->BallList.size(); ballIndex++)
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{
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auto ball = MainTable->BallList[ballIndex];
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if (!ball->CollisionDisabledFlag && step <= ballSteps[ballIndex])
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if (!ball->CollisionDisabledFlag && ballSteps[ballIndex] >= step)
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{
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ray.CollisionMask = ball->CollisionMask;
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ball->TimeNow = timeNow;
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for (auto distanceSum = 0.0f; distanceSum < BallHalfRadius;)
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{
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ray.Origin = ball->Position;
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ray.Direction = ball->Direction;
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if (step >= ballSteps[ballIndex])
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if (ballSteps[ballIndex] <= step)
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{
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ray.MaxDistance = ballStepsDistance[ballIndex] - ballSteps[ballIndex] * BallHalfRadius;
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}
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@ -418,7 +418,6 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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{
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ray.MaxDistance = BallHalfRadius;
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}
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ray.TimeNow = ball->TimeNow;
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TEdgeSegment* edge = nullptr;
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auto distance = TTableLayer::edge_manager->FindCollisionDistance(&ray, ball, &edge);
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@ -462,15 +461,12 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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flipper->UpdateSprite();
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}
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if (drawBalls)
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{
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for (auto ball : MainTable->BallList)
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{
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if (ball->ActiveFlag)
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ball->Repaint();
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}
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}
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}
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void pb::pause_continue()
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{
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@ -66,7 +66,7 @@ public:
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static void replay_level(bool demoMode);
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static void ballset(float dx, float dy);
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static void frame(float dtMilliSec);
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static void timed_frame(float timeNow, float timeDelta, bool drawBalls);
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static void timed_frame(float timeDelta);
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static void pause_continue();
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static void loose_focus();
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static void InputUp(GameInput input);
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