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TFlipperEdge v1.

This commit is contained in:
oz 2021-01-09 19:11:03 +03:00
parent d19fb0476a
commit 87b4aa27e7
7 changed files with 627 additions and 1 deletions

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@ -189,6 +189,7 @@
<ClInclude Include="TEdgeSegment.h" />
<ClInclude Include="TFlagSpinner.h" />
<ClInclude Include="TFlipper.h" />
<ClInclude Include="TFlipperEdge.h" />
<ClInclude Include="TGate.h" />
<ClInclude Include="THole.h" />
<ClInclude Include="timer.h" />
@ -258,6 +259,7 @@
<ClCompile Include="TEdgeSegment.cpp" />
<ClCompile Include="TFlagSpinner.cpp" />
<ClCompile Include="TFlipper.cpp" />
<ClCompile Include="TFlipperEdge.cpp" />
<ClCompile Include="TGate.cpp" />
<ClCompile Include="THole.cpp" />
<ClCompile Include="timer.cpp" />

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@ -219,6 +219,9 @@
<ClInclude Include="TEdgeBox.h">
<Filter>Header Files\TPinballComponent</Filter>
</ClInclude>
<ClInclude Include="TFlipperEdge.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="pch.cpp">
@ -404,6 +407,9 @@
<ClCompile Include="TEdgeBox.cpp">
<Filter>Source Files\TPinballComponent</Filter>
</ClCompile>
<ClCompile Include="TFlipperEdge.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Natvis Include="NatvisFile.natvis" />

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@ -0,0 +1,512 @@
#include "pch.h"
#include "TFlipperEdge.h"
#include "TLine.h"
#include "TPinballTable.h"
#include "TTableLayer.h"
float TFlipperEdge::flipper_sin_angle, TFlipperEdge::flipper_cos_angle;
vector_type TFlipperEdge::A1, TFlipperEdge::A2, TFlipperEdge::B1, TFlipperEdge::B2, TFlipperEdge::T1;
line_type TFlipperEdge::lineA, TFlipperEdge::lineB;
circle_type TFlipperEdge::circlebase, TFlipperEdge::circleT1;
TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag, TPinballTable* table,
vector_type* origin, vector_type* vecT, vector_type* vec3, float bmpCoef1, float bmpCoef2,
float a11, float c4F, float c5F): TEdgeSegment(collComp, someFlag, visualFlag)
{
vector_type crossProd{}, vecDir1{}, vecDir2{};
CollisionC4F = c4F;
CollisionC5F = c5F;
BmpCoef1 = bmpCoef1;
BmpCoef2 = bmpCoef2;
Unknown32F = a11;
T1Src = *vecT;
Unknown36V = *vec3;
RotOrigin.X = origin->X;
RotOrigin.Y = origin->Y;
CirclebaseRadius = origin->Z + table->CollisionCompOffset;
CirclebaseRadiusMSq = CirclebaseRadius * 1.01f * (CirclebaseRadius * 1.01f);
CirclebaseRadiusSq = CirclebaseRadius * CirclebaseRadius;
CircleT1Radius = vecT->Z + table->CollisionCompOffset;
CircleT1RadiusMSq = CircleT1Radius * 1.01f * (CircleT1Radius * 1.01f);
CircleT1RadiusSq = CircleT1Radius * CircleT1Radius;
vecDir1.X = vecT->X - origin->X;
vecDir1.Y = vecT->Y - origin->Y;
vecDir1.Z = 0.0;
maths::normalize_2d(&vecDir1);
vecDir2.X = vec3->X - origin->X;
vecDir2.Y = vec3->Y - origin->Y;
vecDir2.Z = 0.0;
maths::normalize_2d(&vecDir2);
AngleMax = acos(maths::DotProduct(&vecDir1, &vecDir2));
maths::cross(&vecDir1, &vecDir2, &crossProd);
if (crossProd.Z < 0.0)
AngleMax = -AngleMax;
FlipperFlag = 0;
Angle1 = 0.0;
auto dirX1 = vecDir1.X;
auto dirY1 = -vecDir1.Y;
A2Src.X = dirY1 * CirclebaseRadius + origin->X;
A2Src.Y = dirX1 * CirclebaseRadius + origin->Y;
A1Src.X = dirY1 * CircleT1Radius + vecT->X;
A1Src.Y = dirX1 * CircleT1Radius + vecT->Y;
dirX1 = -dirX1;
dirY1 = -dirY1;
B1Src.X = dirY1 * CirclebaseRadius + origin->X;
B1Src.Y = dirX1 * CirclebaseRadius + origin->Y;
B2Src.X = dirY1 * CircleT1Radius + vecT->X;
B2Src.Y = dirX1 * CircleT1Radius + vecT->Y;
if (AngleMax < 0.0)
{
maths::vswap(&A1Src, &B1Src);
maths::vswap(&A2Src, &B2Src);
}
auto dx = vecT->X - RotOrigin.X;
auto dy = vecT->Y - RotOrigin.Y;
auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT->Z;
DistanceDivSq = distance1 * distance1;
float bmpCoef = min(BmpCoef1, BmpCoef2);
auto distance = maths::Distance(vecT, vec3);
Unknown40F = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
TFlipperEdge::place_in_grid();
Unknown44 = 0;
TimeAngle = 0.0;
Unknown15 = 0;
Unknown46F = 0.0;
AngleMult = 0.0;
}
void TFlipperEdge::port_draw()
{
set_control_points(TimeAngle);
build_edges_in_motion();
}
float TFlipperEdge::FindCollisionDistance(ray_type* ray)
{
auto ogRay = ray;
float* pfVar2;
short uVar3;
int iVar4;
int uVar5;
vector_type* prVar6;
vector_type* plVar6;
vector_type* pvVar7;
float fVar8;
ray_type ray2;
ray_type ray1;
float local_1c;
float local_18;
float local_14;
float local_10;
float local_c;
float local_8;
if (ogRay->TimeNow > this->Unknown46F) {
this->FlipperFlag = 0;
}
if (this->Unknown44 == 0) {
if (this->FlipperFlag == 0) {
this->Unknown44 = 0;
this->Unknown15 = 0;
this->Unknown16 = 0;
set_control_points( ogRay->TimeNow);
build_edges_in_motion();
iVar4 = is_ball_inside( (ogRay->Origin).X, (ogRay->Origin).Y);
ray1.MinDistance = ogRay->MinDistance;
if (iVar4 == 0) {
ray1.Direction.X = (ogRay->Direction).X;
ray1.Direction.Y = (ogRay->Direction).Y;
ray1.Direction.Z = (ogRay->Direction).Z;
ray1.MaxDistance = ogRay->MaxDistance;
ray1.Origin.X = (ogRay->Origin).X;
ray1.Origin.Y = (ogRay->Origin).Y;
ray1.Origin.Z = (ogRay->Origin).Z;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
plVar6 = &ray2.Origin;
if (fVar8 == 0.0) {
pvVar7 = &this->NextBallPosition;
pvVar7->X = ray2.Origin.X;
(this->NextBallPosition).Y = ray2.Origin.Y;
(this->NextBallPosition).Z = ray2.Origin.Z;
pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
pfVar2 = &(this->NextBallPosition).Y;
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
}
else {
pvVar7 = &this->NextBallPosition;
LAB_0101bab7:
pvVar7->X = (plVar6)->X;
pvVar7->Y = (plVar6)->Y;
pvVar7->Z = (plVar6)->Z;
}
(this->CollisionDirection).X = ray2.Direction.X;
(this->CollisionDirection).Y = ray2.Direction.Y;
(this->CollisionDirection).Z = ray2.Direction.Z;
return fVar8;
}
fVar8 = maths::Distance_Squared(ogRay->Origin, this->RotOrigin);
if (this->CirclebaseRadiusMSq <= fVar8) {
fVar8 = maths::Distance_Squared(ogRay->Origin, T1);
if (this->CircleT1RadiusMSq <= fVar8) {
ray1.Direction.Y = lineB.PerpendicularL.Y;
ray1.Direction.X = lineB.PerpendicularL.X;
if (iVar4 == 4) {
ray1.Direction.Y = lineA.PerpendicularL.Y;
ray1.Direction.X = lineA.PerpendicularL.X;
}
ray1.Direction.X = -ray1.Direction.X;
ray1.Direction.Y = -ray1.Direction.Y;
}
else {
ray1.Direction.X = T1.X - (ogRay->Origin).X;
ray1.Direction.Y = T1.Y - (ogRay->Origin).Y;
maths::normalize_2d(&ray1.Direction);
}
}
else {
ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
maths::normalize_2d(&ray1.Direction);
}
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (1e+09 <= fVar8) {
ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
maths::normalize_2d(&ray1.Direction);
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (1e+09 <= fVar8) {
return 1e+09;
}
}
LAB_0101ba1a:
(this->NextBallPosition).X = ray2.Origin.X;
(this->NextBallPosition).Y = ray2.Origin.Y;
(this->NextBallPosition).Z = ray2.Origin.Z;
pvVar7 = &this->CollisionDirection;
prVar6 = &ray2.Direction;
LAB_0101bc82:
pvVar7->X = prVar6->X;
pvVar7->Y = prVar6->Y;
pvVar7->Z = prVar6->Z;
(this->NextBallPosition).X = (this->NextBallPosition).X - ray1.Direction.X * 1e-05;
pfVar2 = &(this->NextBallPosition).Y;
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05;
return 0.0;
}
local_8 = (ogRay->Origin).X;
local_14 = this->Unknown40F * ogRay->MaxDistance;
local_c = (ogRay->Origin).Y;
local_10 = ogRay->TimeNow;
local_18 = this->Unknown40F * (ogRay->Direction).X;
local_1c = (ogRay->Direction).Y * this->Unknown40F;
fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
uVar3 = fVar8 <= local_10;// fp flag shift
while (uVar3 == 0) {
set_control_points( local_10);
build_edges_in_motion();
iVar4 = is_ball_inside( local_8, local_c);
if (iVar4 != 0) {
if ((this->FlipperFlag == 1) && (iVar4 != 5)) {
plVar6 = &lineA.PerpendicularL;
ray1.Direction.Y = lineA.PerpendicularL.Y;
ray1.Direction.X = lineA.PerpendicularL.X;
}
else {
if ((this->FlipperFlag != 2) || (iVar4 == 4)) {
ray1.Direction.X = (this->RotOrigin).X - local_8;
this->Unknown15 = 0;
this->Unknown16 = 1;
ray1.Direction.Y = (this->RotOrigin).Y - local_c;
maths::normalize_2d(&ray1.Direction);
ray1.Origin.X = local_8 - ray1.Direction.X * 5.0f;
ray1.Origin.Y = local_c - ray1.Direction.Y * 5.0f;
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (1e+09 <= fVar8) {
(this->NextBallPosition).X = local_8;
(this->CollisionDirection).X = -ray1.Direction.X;
(this->NextBallPosition).Y = local_c;
(this->CollisionDirection).Y = -ray1.Direction.Y;
return 0.0;
}
goto LAB_0101ba1a;
}
plVar6 = &lineB.PerpendicularL;
ray1.Direction.Y = lineB.PerpendicularL.Y;
ray1.Direction.X = lineB.PerpendicularL.X;
}
ray1.Direction.X = -ray1.Direction.X;
ray1.Direction.Y = -ray1.Direction.Y;
(this->Unknown17V).X = plVar6->X;
(this->Unknown17V).Y = plVar6->Y;
(this->Unknown17V).Z = plVar6->Z;
this->Unknown16 = 0;
this->Unknown15 = 1;
ray1.MinDistance = 0.002;
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
(this->CollisionDirection).X = ray2.Direction.X;
(this->CollisionDirection).Y = ray2.Direction.Y;
(this->CollisionDirection).Z = ray2.Direction.Z;
if (1e+09 <= fVar8) {
return 1e+09;
}
pvVar7 = &this->NextBallPosition;
prVar6 = &ray2.Origin;
goto LAB_0101bc82;
}
ray1.Direction.X = (ogRay->Direction).X;
ray1.Direction.Y = (ogRay->Direction).Y;
ray1.Direction.Z = (ogRay->Direction).Z;
ray1.MinDistance = ogRay->MinDistance;
ray1.Origin.X = (ogRay->Origin).X;
ray1.Origin.Y = (ogRay->Origin).Y;
ray1.Origin.Z = (ogRay->Origin).Z;
ray1.MaxDistance = local_14;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (fVar8 < 1e+09) {
pvVar7 = &this->NextBallPosition;
pvVar7->X = ray2.Origin.X;
(this->NextBallPosition).Y = ray2.Origin.Y;
(this->NextBallPosition).Z = ray2.Origin.Z;
pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
pfVar2 = &(this->NextBallPosition).Y;
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
uVar5 = this->AngleMax > 0.0;
pvVar7 = &this->Unknown17V;
if (this->FlipperFlag == 2) {
plVar6 = &lineB.PerpendicularL;
this->Unknown15 = (uVar5 == 0);
}
else {
this->Unknown15 = uVar5;
plVar6 = &lineA.PerpendicularL;
}
goto LAB_0101bab7;
}
local_10 = local_10 + this->Unknown40F;
local_8 = local_8 + local_18;
local_c = local_c + local_1c;
fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
uVar3 = fVar8 <= local_10;
}
}
else {
this->Unknown44 = 0;
}
return 1e+09;
}
void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
{
Unknown44 = 1;
if (!FlipperFlag || !Unknown16 || Unknown15)
{
float collMult = 0.0;
if (Unknown15)
{
float dx = NextBallPosition.X - RotOrigin.X;
float dy = NextBallPosition.Y - RotOrigin.Y;
float distance = dy * dy + dx * dx;
if (circlebase.RadiusSq * 1.01 < distance)
{
float v11;
float v20 = sqrt(distance / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
float dot1 = maths::DotProduct(&Unknown17V, &CollisionDirection);
if (dot1 >= 0.0)
v11 = dot1 * v20;
else
v11 = 0.0;
collMult = v11 * Unknown32F;
}
}
float maxSpeed = collMult <= 0.0 ? 1000000000.0f : -1.0f;
maths::basic_collision(
ball,
&NextBallPosition,
&CollisionDirection,
CollisionC4F,
CollisionC5F,
maxSpeed,
collMult);
return;
}
float c4F;
float dx = NextBallPosition.X - RotOrigin.X;
float dy = NextBallPosition.Y - RotOrigin.Y;
float distance = dy * dy + dx * dx;
if (circlebase.RadiusSq * 1.01 < distance)
c4F = (1.0f - sqrt(distance / DistanceDivSq)) * CollisionC4F;
else
c4F = CollisionC4F;
maths::basic_collision(ball, &NextBallPosition, &CollisionDirection, c4F, CollisionC5F, 1000000000.0, 0.0);
}
void TFlipperEdge::place_in_grid()
{
float x0 = RotOrigin.X - CirclebaseRadius;
float y0 = RotOrigin.Y - CirclebaseRadius;
float x1 = CirclebaseRadius + RotOrigin.X;
float v1 = RotOrigin.Y + CirclebaseRadius;
float v2 = T1Src.X - CircleT1Radius;
if (v2 < x0)
x0 = v2;
float v3 = T1Src.Y - CircleT1Radius;
if (v3 < y0)
y0 = v3;
float v4 = CircleT1Radius + T1Src.X;
if (v4 > x1)
x1 = v4;
float v5 = T1Src.Y + CircleT1Radius;
if (v5 > v1)
v1 = v5;
float v6 = Unknown36V.X - CircleT1Radius;
if (v6 < x0)
x0 = v6;
float v7 = Unknown36V.Y - CircleT1Radius;
if (v7 < y0)
y0 = v7;
float v8 = Unknown36V.X + CircleT1Radius;
if (v8 > x1)
x1 = v8;
float v9 = CircleT1Radius + Unknown36V.Y;
if (v9 > v1)
v1 = v9;
float y1 = v1;
TTableLayer::edges_insert_square(y0, x0, y1, x1, this, nullptr);
}
void TFlipperEdge::set_control_points(float timeNow)
{
maths::SinCos(flipper_angle(timeNow), &flipper_sin_angle, &flipper_cos_angle);
A1 = A1Src;
A2 = A2Src;
B1 = B1Src;
B2 = B2Src;
T1 = T1Src;
maths::RotatePt(&A1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
maths::RotatePt(&A2, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
maths::RotatePt(&T1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
maths::RotatePt(&B1, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
maths::RotatePt(&B2, flipper_sin_angle, flipper_cos_angle, &RotOrigin);
}
void TFlipperEdge::build_edges_in_motion()
{
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.RadiusSq = CirclebaseRadiusSq;
circlebase.Center.X = RotOrigin.X;
circlebase.Center.Y = RotOrigin.Y;
circleT1.RadiusSq = CircleT1RadiusSq;
circleT1.Center.X = T1.X;
circleT1.Center.Y = T1.Y;
}
float TFlipperEdge::flipper_angle(float timeNow)
{
if (!FlipperFlag)
return Angle1;
float angle = (Angle1 - Angle2) / AngleMax * AngleMult;
if (angle < 0.0)
angle = -angle;
if (angle >= 0.0000001)
angle = (timeNow - TimeAngle) / angle;
else
angle = 1.0;
angle = min(1, max(angle, 0));
if (FlipperFlag == 2)
angle = 1.0f - angle;
return angle * AngleMax;
}
int TFlipperEdge::is_ball_inside(float x, float y)
{
vector_type ptTest{};
float dx = RotOrigin.X - x;
float dy = RotOrigin.Y - y;
if ((A2.X - A1.X) * (y - A1.Y) - (A2.Y - A1.Y) * (x - A1.X) >= 0.0 &&
(B1.X - A2.X) * (y - A2.Y) - (B1.Y - A2.Y) * (x - A2.X) >= 0.0 &&
(B2.X - B1.X) * (y - B1.Y) - (B2.Y - B1.Y) * (x - B1.X) >= 0.0 &&
(A1.X - B2.X) * (y - B2.Y) - (A1.Y - B2.Y) * (x - B2.X) >= 0.0 ||
dy * dy + dx * dx <= CirclebaseRadiusSq ||
(T1.Y - y) * (T1.Y - y) + (T1.X - x) * (T1.X - x) < CircleT1RadiusSq)
{
if (FlipperFlag == 1)
ptTest = AngleMax < 0.0 ? B1 : B2;
else if (FlipperFlag == 2)
ptTest = AngleMax < 0.0 ? A2 : A1;
else
ptTest = T1;
if ((y - ptTest.Y) * (RotOrigin.X - ptTest.X) -
(x - ptTest.X) * (RotOrigin.Y - ptTest.Y) >= 0.0f)
return 4;
return 5;
}
return 0;
}
void TFlipperEdge::SetMotion(int code, float value)
{
switch (code)
{
case 1:
this->Angle2 = flipper_angle(value);
this->Angle1 = this->AngleMax;
this->AngleMult = this->BmpCoef1;
break;
case 2:
this->Angle2 = flipper_angle(value);
this->Angle1 = 0.0;
this->AngleMult = this->BmpCoef2;
break;
case 1024:
this->FlipperFlag = 0;
this->Angle1 = 0.0;
return;
default: break;
}
if (!this->FlipperFlag)
this->TimeAngle = value;
this->FlipperFlag = code;
this->Unknown46F = this->AngleMult + this->TimeAngle;
}

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@ -0,0 +1,61 @@
#pragma once
#include "maths.h"
#include "TEdgeSegment.h"
class TPinballTable;
class TFlipperEdge : public TEdgeSegment
{
public:
TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag, TPinballTable* table,
vector_type* origin, vector_type* vecT, vector_type* vec3, float bmpCoef1, float bmpCoef2, float a11,
float c4F, float c5F);
void port_draw() override;
float FindCollisionDistance(ray_type* ray) override;
void EdgeCollision(TBall* ball, float coef) override;
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;
float CollisionC4F;
float CollisionC5F;
vector_type RotOrigin;
float CirclebaseRadius;
float CircleT1Radius;
float CirclebaseRadiusSq;
float CircleT1RadiusSq;
float CirclebaseRadiusMSq;
float CircleT1RadiusMSq;
float AngleMax;
float Angle2;
float Angle1;
int Unknown15;
int Unknown16;
vector_type Unknown17V;
vector_type A1Src;
vector_type A2Src;
vector_type B1Src;
vector_type B2Src;
float Unknown32F;
vector_type T1Src;
vector_type Unknown36V;
float DistanceDivSq;
float Unknown40F;
vector_type CollisionDirection;
int Unknown44;
float TimeAngle;
float Unknown46F;
float AngleMult;
float BmpCoef1;
float BmpCoef2;
vector_type NextBallPosition;
static float flipper_sin_angle, flipper_cos_angle;
static vector_type A1, A2, B1, B2, T1;
static line_type lineA, lineB;
static circle_type circlebase, circleT1;
};

View file

@ -268,7 +268,8 @@ void maths::vector_add(vector_type* vec1Dst, vector_type* vec2)
vec1Dst->Y += vec2->Y;
}
float maths::basic_collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float a4, float a5, float maxSpeed,
float maths::basic_collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float a4, float a5,
float maxSpeed,
float multiplier)
{
ball->Position.X = nextPosition->X;
@ -304,3 +305,41 @@ float maths::Distance_Squared(vector_type vec1, vector_type vec2)
{
return (vec1.Y - vec2.Y) * (vec1.Y - vec2.Y) + (vec1.X - vec2.X) * (vec1.X - vec2.X);
}
float maths::DotProduct(vector_type* vec1, vector_type* vec2)
{
return vec1->Y * vec2->Y + vec1->X * vec2->X;
}
void maths::vswap(vector_type* vec1, vector_type* vec2)
{
vector_type tmp = *vec1;
*vec1 = *vec2;
*vec2 = tmp;
}
float maths::Distance(vector_type* vec1, vector_type* vec2)
{
auto dx = vec1->X - vec2->X;
auto dy = vec1->Y - vec2->Y;
return sqrt(dy * dy + dx * dx);
}
void maths::SinCos(float angle, float* sinOut, float* cosOut)
{
*sinOut = sin(angle);
*cosOut = cos(angle);
}
void maths::RotatePt(vector_type* point, float sin, float cos, vector_type* origin)
{
auto dirX = point->X - origin->X;
auto dirY = point->Y - origin->Y;
point->X = dirX * cos - dirY * sin + origin->X;
point->Y = dirX * sin + dirY * cos + origin->Y;
}
float maths::distance_to_flipper(ray_type* ray1, ray_type* ray2)
{
return 0;
}

View file

@ -62,4 +62,10 @@ public:
static float basic_collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float a4, float a5,
float maxSpeed, float multiplier);
static float Distance_Squared(vector_type vec1, vector_type vec2);
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);
};