mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 15:20:17 +01:00
Code from FT: simplified TFlipper sprite update.
TFlipperEdge moving geometry stored in object.
This commit is contained in:
parent
7feba1e947
commit
acd1ad34b2
9 changed files with 113 additions and 175 deletions
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@ -296,11 +296,10 @@ void DebugOverlay::DrawEdge(TEdgeSegment* edge)
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if (flip)
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{
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flip->set_control_points(pb::time_now);
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flip->build_edges_in_motion();
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DrawLineType(TFlipperEdge::lineA);
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DrawLineType(TFlipperEdge::lineB);
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DrawCicleType(TFlipperEdge::circlebase);
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DrawCicleType(TFlipperEdge::circleT1);
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DrawLineType(flip->lineA);
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DrawLineType(flip->lineB);
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DrawCicleType(flip->circlebase);
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DrawCicleType(flip->circleT1);
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}
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}
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@ -18,19 +18,11 @@ TFlipper::TFlipper(TPinballTable* table, int groupIndex) : TCollisionComponent(t
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HardHitSoundId = visual.SoundIndex4;
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SoftHitSoundId = visual.SoundIndex3;
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Elasticity = visual.Elasticity;
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Timer = 0;
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Smoothness = visual.Smoothness;
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auto collMult = *loader::query_float_attribute(groupIndex, 0, 803);
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auto retractTime = *loader::query_float_attribute(groupIndex, 0, 805);
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auto extendTime = *loader::query_float_attribute(groupIndex, 0, 804);
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/*Full tilt hack: different flipper speed*/
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if (pb::FullTiltMode)
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{
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retractTime = 0.08f;
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extendTime = 0.04f;
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}
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auto vecT2 = reinterpret_cast<vector3*>(loader::query_float_attribute(groupIndex, 0, 802));
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auto vecT1 = reinterpret_cast<vector3*>(loader::query_float_attribute(groupIndex, 0, 801));
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auto origin = reinterpret_cast<vector3*>(loader::query_float_attribute(groupIndex, 0, 800));
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@ -49,75 +41,53 @@ TFlipper::TFlipper(TPinballTable* table, int groupIndex) : TCollisionComponent(t
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Smoothness);
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FlipperEdge = flipperEdge;
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if (flipperEdge)
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{
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ExtendAnimationFrameTime = flipperEdge->ExtendTime / static_cast<float>(ListBitmap->size() - 1);
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RetractAnimationFrameTime = flipperEdge->RetractTime / static_cast<float>(ListBitmap->size() - 1);
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}
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BmpIndex = 0;
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InputTime = 0.0;
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if (table)
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table->FlipperList.push_back(this);
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}
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TFlipper::~TFlipper()
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{
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delete FlipperEdge;
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if (PinballTable)
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{
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auto& flippers = PinballTable->FlipperList;
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auto position = std::find(flippers.begin(), flippers.end(), this);
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if (position != flippers.end())
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flippers.erase(position);
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}
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}
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int TFlipper::Message(int code, float value)
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{
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if (code == 1 || code == 2 || (code > 1008 && code <= 1011) || code == 1022)
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{
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float timerTime;
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int command = code;
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if (code == 1)
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{
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control::handler(1, this);
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TimerTime = ExtendAnimationFrameTime;
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loader::play_sound(HardHitSoundId, this, "TFlipper1");
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}
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else if (code == 2)
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{
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TimerTime = RetractAnimationFrameTime;
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loader::play_sound(SoftHitSoundId, this, "TFlipper2");
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}
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else
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{
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// Retract for all non-input messages
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command = 2;
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TimerTime = RetractAnimationFrameTime;
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code = 2;
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}
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if (MessageField)
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{
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// Message arrived before animation is finished
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auto inputDt = value - FlipperEdge->InputTime;
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timerTime = inputDt - floor(inputDt / TimerTime) * TimerTime;
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if (timerTime < 0.0f)
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timerTime = 0.0;
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}
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else
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{
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timerTime = TimerTime;
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}
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MessageField = command;
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InputTime = value;
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if (Timer)
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timer::kill(Timer);
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Timer = timer::set(timerTime, this, TimerExpired);
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FlipperEdge->SetMotion(command, value);
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MessageField = FlipperEdge->SetMotion(code, value);
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return 0;
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}
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if (code == 1020 || code == 1024)
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{
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if (MessageField)
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{
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if (Timer)
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timer::kill(Timer);
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BmpIndex = -1;
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MessageField = 2;
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TimerExpired(Timer, this);
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FlipperEdge->SetMotion(code, value);
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MessageField = 0;
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FlipperEdge->SetMotion(1024, value);
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UpdateSprite(0);
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}
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}
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return 0;
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@ -132,53 +102,22 @@ void TFlipper::Collision(TBall* ball, vector2* nextPosition, vector2* direction,
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{
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}
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void TFlipper::TimerExpired(int timerId, void* caller)
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void TFlipper::UpdateSprite(float timeNow)
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{
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auto flip = static_cast<TFlipper*>(caller);
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int bmpCountSub1 = flip->ListBitmap->size() - 1;
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int bmpCountSub1 = ListBitmap->size() - 1;
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auto newBmpIndex = static_cast<int>(floor(flip->FlipperEdge->flipper_angle(pb::time_now) / flip->FlipperEdge->AngleMax * bmpCountSub1 + 0.5));
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if (newBmpIndex > bmpCountSub1)
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newBmpIndex = bmpCountSub1;
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if (newBmpIndex < 0)
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newBmpIndex = 0;
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auto newBmpIndex = static_cast<int>(floor(FlipperEdge->flipper_angle(timeNow) / FlipperEdge->AngleMax * bmpCountSub1 + 0.5f));
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newBmpIndex = Clamp(newBmpIndex, 0, bmpCountSub1);
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if (BmpIndex == newBmpIndex)
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return;
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bool bmpIndexOutOfBounds = false;
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if (flip->MessageField == 1)
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{
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flip->BmpIndex = newBmpIndex;
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if (flip->BmpIndex >= bmpCountSub1)
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{
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flip->BmpIndex = bmpCountSub1;
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bmpIndexOutOfBounds = true;
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}
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}
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if (flip->MessageField == 2)
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{
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flip->BmpIndex = newBmpIndex;
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if (flip->BmpIndex <= 0)
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{
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flip->BmpIndex = 0;
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bmpIndexOutOfBounds = true;
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}
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}
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if (bmpIndexOutOfBounds)
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{
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flip->MessageField = 0;
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flip->Timer = 0;
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}
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else
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{
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flip->Timer = timer::set(flip->TimerTime, flip, TimerExpired);
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}
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auto bmp = flip->ListBitmap->at(flip->BmpIndex);
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auto zMap = flip->ListZMap->at(flip->BmpIndex);
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BmpIndex = newBmpIndex;
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auto bmp = ListBitmap->at(BmpIndex);
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auto zMap = ListZMap->at(BmpIndex);
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render::sprite_set(
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flip->RenderSprite,
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RenderSprite,
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bmp,
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zMap,
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bmp->XPosition - flip->PinballTable->XOffset,
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bmp->YPosition - flip->PinballTable->YOffset);
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bmp->XPosition - PinballTable->XOffset,
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bmp->YPosition - PinballTable->YOffset);
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}
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@ -13,14 +13,8 @@ public:
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void port_draw() override;
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void Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance,
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TEdgeSegment* edge) override;
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static void TimerExpired(int timerId, void* caller);
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void UpdateSprite(float timeNow);
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int BmpIndex;
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TFlipperEdge* FlipperEdge;
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int Timer;
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float ExtendAnimationFrameTime{};
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float RetractAnimationFrameTime{};
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float TimerTime{};
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float InputTime;
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};
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@ -2,14 +2,11 @@
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#include "TFlipperEdge.h"
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#include "pb.h"
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#include "TLine.h"
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#include "TPinballTable.h"
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#include "TTableLayer.h"
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float TFlipperEdge::flipper_sin_angle, TFlipperEdge::flipper_cos_angle;
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vector2 TFlipperEdge::A1, TFlipperEdge::A2, TFlipperEdge::B1, TFlipperEdge::B2, TFlipperEdge::T1;
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line_type TFlipperEdge::lineA, TFlipperEdge::lineB;
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circle_type TFlipperEdge::circlebase, TFlipperEdge::circleT1;
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TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup, TPinballTable* table,
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vector3* origin, vector3* vecT1, vector3* vecT2, float extendTime, float retractTime,
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@ -19,8 +16,6 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
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Elasticity = elasticity;
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Smoothness = smoothness;
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ExtendTime = extendTime;
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RetractTime = retractTime;
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CollisionMult = collMult;
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T1Src = static_cast<vector2>(*vecT1);
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@ -51,7 +46,19 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
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if (crossProd.Z < 0.0f)
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AngleMax = -AngleMax;
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FlipperFlag = 0;
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Angle1 = 0.0;
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AngleDst = 0.0;
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// 3DPB and FT have different formats for flipper speed:
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// 3DPB: Time it takes for flipper to go from source to destination, in sec.
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// FT: Flipper movement speed, in radians per sec.
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if (pb::FullTiltMode)
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{
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auto angleMax = std::abs(AngleMax);
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retractTime = angleMax / retractTime;
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extendTime = angleMax / extendTime;
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}
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ExtendTime = extendTime;
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RetractTime = retractTime;
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auto dirX1 = vecDir1.X;
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auto dirY1 = -vecDir1.Y;
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@ -87,13 +94,12 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
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InputTime = 0.0;
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CollisionFlag1 = 0;
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AngleStopTime = 0.0;
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AngleMult = 0.0;
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AngleAdvanceTime = 0.0;
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}
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void TFlipperEdge::port_draw()
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{
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set_control_points(InputTime);
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build_edges_in_motion();
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}
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float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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@ -112,7 +118,6 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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CollisionFlag1 = 0;
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CollisionFlag2 = 0;
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set_control_points(ogRay->TimeNow);
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build_edges_in_motion();
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auto ballInside = is_ball_inside(ogRay->Origin.X, ogRay->Origin.Y);
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srcRay.MinDistance = ogRay->MinDistance;
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if (ballInside == 0)
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@ -120,7 +125,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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srcRay.Direction = ogRay->Direction;
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srcRay.MaxDistance = ogRay->MaxDistance;
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srcRay.Origin = ogRay->Origin;
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auto distance = maths::distance_to_flipper(srcRay, dstRay);
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auto distance = maths::distance_to_flipper(this, srcRay, dstRay);
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if (distance == 0.0f)
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{
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NextBallPosition = dstRay.Origin;
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@ -166,14 +171,14 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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if (maths::distance_to_flipper(srcRay, dstRay) >= 1e+09f)
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if (maths::distance_to_flipper(this, srcRay, dstRay) >= 1e+09f)
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{
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srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
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srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
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maths::normalize_2d(srcRay.Direction);
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srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
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if (maths::distance_to_flipper(srcRay, dstRay) >= 1e+09f)
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if (maths::distance_to_flipper(this, srcRay, dstRay) >= 1e+09f)
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{
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return 1e+09;
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}
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@ -196,7 +201,6 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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while (timeNow < stopTime)
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{
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set_control_points(timeNow);
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build_edges_in_motion();
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auto ballInside = is_ball_inside(posX, posY);
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if (ballInside != 0)
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{
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@ -220,7 +224,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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srcRay.Origin.X = posX - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = posY - srcRay.Direction.Y * 5.0f;
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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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if (maths::distance_to_flipper(srcRay, dstRay) >= 1e+09f)
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if (maths::distance_to_flipper(this, srcRay, dstRay) >= 1e+09f)
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{
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NextBallPosition.X = posX;
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NextBallPosition.Y = posY;
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@ -249,7 +253,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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auto distance = maths::distance_to_flipper(srcRay, dstRay);
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auto distance = maths::distance_to_flipper(this, srcRay, dstRay);
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CollisionDirection = dstRay.Direction;
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if (distance >= 1e+09f)
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{
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@ -265,7 +269,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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srcRay.MinDistance = ogRay->MinDistance;
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srcRay.Origin = ogRay->Origin;
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srcRay.MaxDistance = rayMaxDistance;
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auto distance = maths::distance_to_flipper(srcRay, dstRay);
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auto distance = maths::distance_to_flipper(this, srcRay, dstRay);
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if (distance < 1e+09f)
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{
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NextBallPosition = dstRay.Origin;
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@ -312,7 +316,7 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float distance)
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if (circlebase.RadiusSq * 1.01f < distanceSq)
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{
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float v11;
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float v20 = sqrt(distanceSq / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
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float v20 = sqrt(distanceSq / DistanceDivSq) * (fabs(AngleMax) / AngleAdvanceTime);
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float dot1 = maths::DotProduct(CollisionLinePerp, CollisionDirection);
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if (dot1 >= 0.0f)
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v11 = dot1 * v20;
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@ -389,46 +393,39 @@ void TFlipperEdge::place_in_grid()
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void TFlipperEdge::set_control_points(float timeNow)
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{
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maths::SinCos(flipper_angle(timeNow), flipper_sin_angle, flipper_cos_angle);
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float sin, cos;
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maths::SinCos(flipper_angle(timeNow), sin, cos);
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A1 = A1Src;
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A2 = A2Src;
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B1 = B1Src;
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B2 = B2Src;
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T1 = T1Src;
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maths::RotatePt(A1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(A2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(T1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(B1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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maths::RotatePt(B2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
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}
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void TFlipperEdge::build_edges_in_motion()
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{
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maths::RotatePt(A1, sin, cos, RotOrigin);
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maths::RotatePt(A2, sin, cos, RotOrigin);
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maths::RotatePt(T1, sin, cos, RotOrigin);
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maths::RotatePt(B1, sin, cos, RotOrigin);
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maths::RotatePt(B2, sin, cos, RotOrigin);
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maths::line_init(lineA, A1.X, A1.Y, A2.X, A2.Y);
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maths::line_init(lineB, B1.X, B1.Y, B2.X, B2.Y);
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circlebase.RadiusSq = CirclebaseRadiusSq;
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circlebase.Center.X = RotOrigin.X;
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circlebase.Center.Y = RotOrigin.Y;
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circleT1.RadiusSq = CircleT1RadiusSq;
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circleT1.Center.X = T1.X;
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circleT1.Center.Y = T1.Y;
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circlebase = {RotOrigin, CirclebaseRadiusSq};
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circleT1 = {T1, CircleT1RadiusSq};
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}
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float TFlipperEdge::flipper_angle(float timeNow)
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{
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// When not moving, flipper is at destination angle.
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if (!FlipperFlag)
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return Angle1;
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return AngleDst;
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float currentAngleDuration = fabsf((Angle1 - Angle2) / AngleMax * AngleMult);
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float currentAngleRatio;
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// How much time it takes to go from source to destination angle, in sec.
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auto arcDuration = std::abs((AngleDst - AngleSrc) / AngleMax * AngleAdvanceTime);
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if (currentAngleDuration >= 0.0000001f)
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currentAngleRatio = (timeNow - InputTime) / currentAngleDuration;
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else
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currentAngleRatio = 1.0;
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// How close the flipper is to destination, in [0, 1] range.
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auto t = arcDuration >= 0.0000001f ? (timeNow - InputTime) / arcDuration : 1.0f;
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t = Clamp(t, 0.0f, 1.0f);
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currentAngleRatio = std::min(1.0f, std::max(currentAngleRatio, 0.0f));
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return currentAngleRatio * (Angle1 - Angle2) + Angle2;
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// Result = linear interpolation between source and destination angle.
|
||||
return AngleSrc + t * (AngleDst - AngleSrc);
|
||||
}
|
||||
|
||||
int TFlipperEdge::is_ball_inside(float x, float y)
|
||||
|
@ -459,28 +456,32 @@ int TFlipperEdge::is_ball_inside(float x, float y)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void TFlipperEdge::SetMotion(int code, float value)
|
||||
int TFlipperEdge::SetMotion(int code, float value)
|
||||
{
|
||||
switch (code)
|
||||
{
|
||||
case 1:
|
||||
Angle2 = flipper_angle(value);
|
||||
Angle1 = AngleMax;
|
||||
AngleMult = ExtendTime;
|
||||
AngleSrc = flipper_angle(value);
|
||||
AngleDst = AngleMax;
|
||||
AngleAdvanceTime = ExtendTime;
|
||||
break;
|
||||
case 2:
|
||||
Angle2 = flipper_angle(value);
|
||||
Angle1 = 0.0;
|
||||
AngleMult = RetractTime;
|
||||
AngleSrc = flipper_angle(value);
|
||||
AngleDst = 0.0f;
|
||||
AngleAdvanceTime = RetractTime;
|
||||
break;
|
||||
case 1024:
|
||||
FlipperFlag = 0;
|
||||
Angle1 = 0.0;
|
||||
return;
|
||||
AngleSrc = 0.0f;
|
||||
AngleDst = 0.0f;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (AngleSrc == AngleDst)
|
||||
code = 0;
|
||||
|
||||
InputTime = value;
|
||||
FlipperFlag = code;
|
||||
AngleStopTime = AngleMult + InputTime;
|
||||
AngleStopTime = AngleAdvanceTime + InputTime;
|
||||
return code;
|
||||
}
|
||||
|
|
|
@ -15,10 +15,9 @@ public:
|
|||
void EdgeCollision(TBall* ball, float distance) 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 SetMotion(int code, float value);
|
||||
|
||||
int FlipperFlag;
|
||||
float Elasticity;
|
||||
|
@ -31,8 +30,8 @@ public:
|
|||
float CirclebaseRadiusMSq;
|
||||
float CircleT1RadiusMSq;
|
||||
float AngleMax;
|
||||
float Angle2{};
|
||||
float Angle1;
|
||||
float AngleSrc{};
|
||||
float AngleDst;
|
||||
int CollisionFlag1;
|
||||
int CollisionFlag2{};
|
||||
vector2 CollisionLinePerp{};
|
||||
|
@ -49,13 +48,11 @@ public:
|
|||
int EdgeCollisionFlag;
|
||||
float InputTime;
|
||||
float AngleStopTime;
|
||||
float AngleMult;
|
||||
float AngleAdvanceTime;
|
||||
float ExtendTime;
|
||||
float RetractTime;
|
||||
vector2 NextBallPosition{};
|
||||
|
||||
static float flipper_sin_angle, flipper_cos_angle;
|
||||
static vector2 A1, A2, B1, B2, T1;
|
||||
static line_type lineA, lineB;
|
||||
static circle_type circlebase, circleT1;
|
||||
vector2 A1, A2, B1, B2, T1;
|
||||
line_type lineA, lineB;
|
||||
circle_type circlebase, circleT1;
|
||||
};
|
||||
|
|
|
@ -67,6 +67,7 @@ public:
|
|||
int Height{};
|
||||
std::vector<TPinballComponent*> ComponentList;
|
||||
std::vector<TBall*> BallList;
|
||||
std::vector<TFlipper*> FlipperList;
|
||||
TLightGroup* LightGroup;
|
||||
float GravityDirVectMult{};
|
||||
float GravityAngleX{};
|
||||
|
|
|
@ -300,29 +300,29 @@ void maths::RotatePt(vector2& point, float sin, float cos, const vector2& origin
|
|||
|
||||
// Return the distance from ray1 origin to the intersection point with the closest flipper feature.
|
||||
// Sets ray2 origin to intersection point, direction to collision direction
|
||||
float maths::distance_to_flipper(const ray_type& ray1, ray_type& ray2)
|
||||
float maths::distance_to_flipper(TFlipperEdge* flipper, const ray_type& ray1, ray_type& ray2)
|
||||
{
|
||||
auto distance = 1000000000.0f;
|
||||
auto distanceType = FlipperIntersect::none;
|
||||
auto newDistance = ray_intersect_line(ray1, TFlipperEdge::lineA);
|
||||
auto newDistance = ray_intersect_line(ray1, flipper->lineA);
|
||||
if (newDistance < distance)
|
||||
{
|
||||
distance = newDistance;
|
||||
distanceType = FlipperIntersect::lineA;
|
||||
}
|
||||
newDistance = ray_intersect_circle(ray1, TFlipperEdge::circlebase);
|
||||
newDistance = ray_intersect_circle(ray1, flipper->circlebase);
|
||||
if (newDistance < distance)
|
||||
{
|
||||
distance = newDistance;
|
||||
distanceType = FlipperIntersect::circlebase;
|
||||
}
|
||||
newDistance = ray_intersect_circle(ray1, TFlipperEdge::circleT1);
|
||||
newDistance = ray_intersect_circle(ray1, flipper->circleT1);
|
||||
if (newDistance < distance)
|
||||
{
|
||||
distance = newDistance;
|
||||
distanceType = FlipperIntersect::circleT1;
|
||||
}
|
||||
newDistance = ray_intersect_line(ray1, TFlipperEdge::lineB);
|
||||
newDistance = ray_intersect_line(ray1, flipper->lineB);
|
||||
if (newDistance < distance)
|
||||
{
|
||||
distance = newDistance;
|
||||
|
@ -332,19 +332,19 @@ float maths::distance_to_flipper(const ray_type& ray1, ray_type& ray2)
|
|||
switch (distanceType)
|
||||
{
|
||||
case FlipperIntersect::lineA:
|
||||
ray2.Direction = TFlipperEdge::lineA.PerpendicularC;
|
||||
ray2.Origin = TFlipperEdge::lineA.RayIntersect;
|
||||
ray2.Direction = flipper->lineA.PerpendicularC;
|
||||
ray2.Origin = flipper->lineA.RayIntersect;
|
||||
break;
|
||||
case FlipperIntersect::lineB:
|
||||
ray2.Direction = TFlipperEdge::lineB.PerpendicularC;
|
||||
ray2.Origin = TFlipperEdge::lineB.RayIntersect;
|
||||
ray2.Direction = flipper->lineB.PerpendicularC;
|
||||
ray2.Origin = flipper->lineB.RayIntersect;
|
||||
break;
|
||||
case FlipperIntersect::circlebase:
|
||||
case FlipperIntersect::circleT1:
|
||||
ray2.Origin.X = distance * ray1.Direction.X + ray1.Origin.X;
|
||||
ray2.Origin.Y = distance * ray1.Direction.Y + ray1.Origin.Y;
|
||||
ray2.Direction = vector_sub(ray2.Origin, distanceType == FlipperIntersect::circlebase ?
|
||||
TFlipperEdge::circlebase.Center : TFlipperEdge::circleT1.Center);
|
||||
flipper->circlebase.Center : flipper->circleT1.Center);
|
||||
normalize_2d(ray2.Direction);
|
||||
break;
|
||||
case FlipperIntersect::none:
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
class TBall;
|
||||
class TFlipperEdge;
|
||||
|
||||
struct vector2
|
||||
{
|
||||
|
@ -118,7 +119,7 @@ public:
|
|||
static float Distance(const vector2& vec1, const vector2& vec2);
|
||||
static void SinCos(float angle, float& sinOut, float& cosOut);
|
||||
static void RotatePt(vector2& point, float sin, float cos, const vector2& origin);
|
||||
static float distance_to_flipper(const ray_type& ray1, ray_type& ray2);
|
||||
static float distance_to_flipper(TFlipperEdge* flipper, const ray_type& ray1, ray_type& ray2);
|
||||
static void RotateVector(vector2& vec, float angle);
|
||||
static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2& lineEnd,
|
||||
vector2& lineStart);
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
#include "GroupData.h"
|
||||
#include "partman.h"
|
||||
#include "score.h"
|
||||
#include "TFlipper.h"
|
||||
#include "TPinballTable.h"
|
||||
#include "TTextBox.h"
|
||||
|
||||
|
@ -329,6 +330,11 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
|||
}
|
||||
}
|
||||
|
||||
for (auto flipper : MainTable->FlipperList)
|
||||
{
|
||||
flipper->UpdateSprite(timeNow);
|
||||
}
|
||||
|
||||
if (drawBalls)
|
||||
{
|
||||
for (auto ball : MainTable->BallList)
|
||||
|
|
Loading…
Reference in a new issue