mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 15:20:17 +01:00
Cleaning up maths: part 1.
Vector3 inherited from vector2.
This commit is contained in:
parent
3f7526ba12
commit
d23444b983
18 changed files with 50 additions and 56 deletions
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@ -49,7 +49,7 @@ TBall::TBall(TPinballTable* table) : TPinballComponent(table, -1, false)
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loader::query_visual(groupIndex, index, &visual);
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if (ListBitmap)
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ListBitmap->push_back(visual.Bitmap);
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auto visVec = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, index, 501));
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auto visVec = reinterpret_cast<vector3*>(loader::query_float_attribute(groupIndex, index, 501));
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auto zDepth = proj::z_distance(visVec);
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VisualZArray[index] = zDepth;
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}
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@ -129,7 +129,7 @@ int TBall::Message(int code, float value)
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return 0;
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}
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void TBall::throw_ball(TBall* ball, vector_type* acceleration, float angleMult, float speedMult1, float speedMult2)
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void TBall::throw_ball(TBall* ball, vector3* acceleration, float angleMult, float speedMult1, float speedMult2)
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{
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ball->CollisionComp = nullptr;
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ball->Acceleration = *acceleration;
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@ -14,11 +14,11 @@ public :
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bool already_hit(TEdgeSegment* edge);
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int Message(int code, float value) override;
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static void throw_ball(TBall* ball, struct vector_type* acceleration, float angleMult, float speedMult1,
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static void throw_ball(TBall* ball, vector3* acceleration, float angleMult, float speedMult1,
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float speedMult2);
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vector_type Position{};
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vector_type Acceleration{};
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vector3 Position{};
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vector3 Acceleration{};
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float Speed;
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float RayMaxDistance;
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float TimeDelta;
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@ -29,7 +29,7 @@ public :
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int FieldFlag;
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TEdgeSegment* Collisions[5]{};
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int EdgeCollisionCount;
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vector_type CollisionOffset{};
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vector3 CollisionOffset{};
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int CollisionFlag;
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float Offset;
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float VisualZArray[50]{};
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@ -20,7 +20,8 @@ void TEdgeSegment::port_draw()
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TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* collComp, char* activeFlagPtr,
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unsigned int collisionGroup, float offset, size_t wallValue)
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{
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vector_type center{}, start{}, end{}, prevCenter{}, vec1{}, vec2{}, dstVec{};
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vector_type center{}, start{}, end{}, prevCenter{};
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vector3 vec1{}, vec2{}, dstVec{};
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TEdgeSegment* edge = nullptr;
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wall_type wallType = static_cast<wall_type>(static_cast<int>(floor(*floatArr) - 1.0f));
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@ -31,9 +31,9 @@ TFlipper::TFlipper(TPinballTable* table, int groupIndex) : TCollisionComponent(t
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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<vector_type*>(loader::query_float_attribute(groupIndex, 0, 802));
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auto vecT1 = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 801));
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auto origin = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 800));
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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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auto flipperEdge = new TFlipperEdge(
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this,
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&ActiveFlag,
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@ -12,10 +12,10 @@ 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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vector_type* origin, vector_type* vecT1, vector_type* vecT2, float extendTime, float retractTime,
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vector3* origin, vector3* vecT1, vector3* vecT2, float extendTime, float retractTime,
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float collMult, float elasticity, float smoothness): TEdgeSegment(collComp, activeFlag, collisionGroup)
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{
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vector_type crossProd{}, vecDir1{}, vecDir2{};
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vector3 crossProd{}, vecDir1{}, vecDir2{};
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Elasticity = elasticity;
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Smoothness = smoothness;
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@ -8,7 +8,7 @@ class TFlipperEdge : public TEdgeSegment
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{
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public:
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TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup, TPinballTable* table,
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vector_type* origin, vector_type* vecT1, vector_type* vecT2, float extendTime, float retractTime, float collMult,
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vector3* origin, vector3* vecT1, vector3* vecT2, float extendTime, float retractTime, float collMult,
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float elasticity, float smoothness);
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void port_draw() override;
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float FindCollisionDistance(ray_type* ray) override;
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@ -31,7 +31,7 @@ THole::THole(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
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Circle.RadiusSq = 0.001f;
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auto tCircle = new TCircle(this, &ActiveFlag, visual.CollisionGroup,
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reinterpret_cast<vector_type*>(visual.FloatArr),
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reinterpret_cast<vector3*>(visual.FloatArr),
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Circle.RadiusSq);
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if (tCircle)
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{
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@ -50,7 +50,6 @@ THole::THole(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
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circle.RadiusSq = Circle.RadiusSq;
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circle.Center.X = Circle.Center.X;
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circle.Center.Y = Circle.Center.Y;
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circle.Center.Z = Circle.Center.Z;
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Field.Flag2Ptr = &ActiveFlag;
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Field.CollisionComp = this;
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@ -36,7 +36,7 @@ TKickout::TKickout(TPinballTable* table, int groupIndex, bool someFlag): TCollis
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if (Circle.RadiusSq == 0.0f)
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Circle.RadiusSq = 0.001f;
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auto tCircle = new TCircle(this, &ActiveFlag, visual.CollisionGroup,
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reinterpret_cast<vector_type*>(visual.FloatArr), Circle.RadiusSq);
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reinterpret_cast<vector3*>(visual.FloatArr), Circle.RadiusSq);
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if (tCircle)
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{
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tCircle->place_in_grid();
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@ -54,7 +54,6 @@ TKickout::TKickout(TPinballTable* table, int groupIndex, bool someFlag): TCollis
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circle.RadiusSq = Circle.RadiusSq;
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circle.Center.X = Circle.Center.X;
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circle.Center.Y = Circle.Center.Y;
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circle.Center.Z = Circle.Center.Z;
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Field.Flag2Ptr = &ActiveFlag;
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Field.CollisionComp = this;
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Field.Mask = visual.CollisionGroup;
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@ -28,7 +28,7 @@ public:
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float FieldMult;
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circle_type Circle{};
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float OriginalBallZ{};
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vector_type BallAcceleration{};
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vector3 BallAcceleration{};
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float ThrowAngleMult;
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float ThrowSpeedMult1;
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float ThrowSpeedMult2;
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@ -85,9 +85,9 @@ TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
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for (auto index = 0; index < RampPlaneCount; index++)
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{
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auto plane = &RampPlane[index];
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auto pVec1 = reinterpret_cast<vector_type*>(&plane->V1);
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auto pVec2 = reinterpret_cast<vector_type*>(&plane->V2);
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auto pVec3 = reinterpret_cast<vector_type*>(&plane->V3);
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auto pVec1 = &plane->V1;
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auto pVec2 = &plane->V2;
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auto pVec3 = &plane->V3;
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xMin = std::min(std::min(std::min(plane->V3.X, plane->V1.X), plane->V2.X), xMin);
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yMin = std::min(std::min(std::min(plane->V3.Y, plane->V1.Y), plane->V2.Y), xMin); // Sic
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@ -18,7 +18,7 @@ public:
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int Timer;
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float TimerTime;
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vector_type BallPosition{};
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vector_type BallAcceleration{};
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vector3 BallAcceleration{};
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float ThrowAngleMult;
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float ThrowSpeedMult1;
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float ThrowSpeedMult2;
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@ -390,7 +390,7 @@ int loader::kicker(int groupIndex, visualKickerStruct* kicker)
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kicker->ThrowBallMult = *floatArr;
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break;
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case 404:
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kicker->ThrowBallAcceleration = *reinterpret_cast<vector_type*>(floatArr);
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kicker->ThrowBallAcceleration = *reinterpret_cast<vector3*>(floatArr);
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floatArr += 3;
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index += 4;
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break;
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@ -25,7 +25,7 @@ struct visualKickerStruct
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float Threshold;
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float Boost;
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float ThrowBallMult;
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vector_type ThrowBallAcceleration;
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vector3 ThrowBallAcceleration;
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float ThrowBallAngleMult;
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int HardHitSoundId;
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};
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@ -245,14 +245,14 @@ float maths::ray_intersect_line(ray_type* ray, line_type* line)
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return 1000000000.0;
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}
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void maths::cross(vector_type* vec1, vector_type* vec2, vector_type* dstVec)
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void maths::cross(vector3* vec1, vector3* vec2, vector3* dstVec)
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{
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dstVec->X = vec2->Z * vec1->Y - vec2->Y * vec1->Z;
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dstVec->Y = vec2->X * vec1->Z - vec1->X * vec2->Z;
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dstVec->Z = vec1->X * vec2->Y - vec2->X * vec1->Y;
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}
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float maths::magnitude(vector_type* vec)
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float maths::magnitude(vector3* vec)
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{
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float result;
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auto magSq = vec->X * vec->X + vec->Y * vec->Y + vec->Z * vec->Z;
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@ -432,9 +432,9 @@ void maths::find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point
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ramp_plane_type* planePtr = plane;
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for (auto index = 0; index < planeCount; index++)
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{
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auto vec1 = reinterpret_cast<vector_type*>(&planePtr->V1),
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vec2 = reinterpret_cast<vector_type*>(&planePtr->V2),
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vec3 = reinterpret_cast<vector_type*>(&planePtr->V3);
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auto vec1 = &planePtr->V1,
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vec2 = &planePtr->V2,
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vec3 = &planePtr->V3;
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auto distance = Distance(&wallStart, vec1) + Distance(&wallEnd, vec2);
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if (distance < maxDistance)
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{
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@ -6,9 +6,16 @@ struct vector_type
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{
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float X;
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float Y;
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float Z;
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};
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struct vector_type2 :vector_type
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{
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};
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struct vector3 :vector_type
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{
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float Z;
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};
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struct rectangle_type
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{
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@ -45,12 +52,6 @@ struct line_type
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vector_type RayIntersect;
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};
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struct vector_type2
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{
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float X;
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float Y;
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};
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struct wall_point_type
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{
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float X0;
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@ -61,7 +62,7 @@ struct wall_point_type
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struct ramp_plane_type
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{
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vector_type BallCollisionOffset;
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vector3 BallCollisionOffset;
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vector_type2 V1;
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vector_type2 V2;
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vector_type2 V3;
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@ -81,8 +82,8 @@ public:
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static float normalize_2d(vector_type* vec);
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static void line_init(line_type* line, float x0, float y0, float x1, float y1);
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static float ray_intersect_line(ray_type* ray, line_type* line);
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static void cross(vector_type* vec1, vector_type* vec2, vector_type* dstVec);
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static float magnitude(vector_type* vec);
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static void cross(vector3* vec1, vector3* vec2, vector3* dstVec);
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static float magnitude(vector3* vec);
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static void vector_add(vector_type* vec1Dst, vector_type* vec2);
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static float basic_collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float elasticity,
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float smoothness,
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@ -308,7 +308,6 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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{
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vec2.X = 0.0;
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vec2.Y = 0.0;
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vec2.Z = 0.0;
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TTableLayer::edge_manager->FieldEffects(ball, &vec2);
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vec2.X = vec2.X * timeDelta;
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vec2.Y = vec2.Y * timeDelta;
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@ -486,8 +485,8 @@ void pb::InputDown(GameInput input)
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}
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}
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}
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ball->Position.X = 1.0;
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ball->ActiveFlag = 1;
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ball->Position.X = 1.0;
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ball->Position.Z = ball->Offset;
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ball->Position.Y = 1.0;
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ball->Acceleration.Z = 0.0;
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@ -607,12 +606,8 @@ float pb::collide(float timeNow, float timeDelta, TBall* ball)
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ball->RayMaxDistance = maxDistance;
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ball->TimeNow = timeNow;
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ray.Origin.X = ball->Position.X;
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ray.Origin.Y = ball->Position.Y;
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ray.Origin.Z = ball->Position.Z;
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ray.Direction.X = ball->Acceleration.X;
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ray.Direction.Y = ball->Acceleration.Y;
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ray.Direction.Z = ball->Acceleration.Z;
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ray.Origin = ball->Position;
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ray.Direction = ball->Acceleration;
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ray.MaxDistance = maxDistance;
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ray.FieldFlag = ball->FieldFlag;
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ray.TimeNow = timeNow;
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ball->RayMaxDistance = maxDistance;
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positionMod.X = maxDistance * ball->Acceleration.X;
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positionMod.Y = maxDistance * ball->Acceleration.Y;
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positionMod.Z = 0.0;
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maths::vector_add(&ball->Position, &positionMod);
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}
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else
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@ -26,7 +26,7 @@ void proj::init(float* mat4x3, float d, float centerX, float centerY)
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centery = centerY;
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}
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void proj::matrix_vector_multiply(mat4_row_major* mat, vector_type* vec, vector_type* dstVec)
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void proj::matrix_vector_multiply(mat4_row_major* mat, vector3* vec, vector3* dstVec)
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{
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const float x = vec->X, y = vec->Y, z = vec->Z;
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dstVec->X = z * mat->Row0.Z + y * mat->Row0.Y + x * mat->Row0.X + mat->Row0.W;
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dstVec->Z = z * mat->Row2.Z + y * mat->Row2.Y + x * mat->Row2.X + mat->Row2.W;
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}
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float proj::z_distance(vector_type* vec)
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float proj::z_distance(vector3* vec)
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{
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vector_type dstVec{};
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vector3 dstVec{};
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matrix_vector_multiply(&matrix, vec, &dstVec);
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return maths::magnitude(&dstVec);
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}
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void proj::xform_to_2d(vector_type* vec, int* dst)
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void proj::xform_to_2d(vector3* vec, int* dst)
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{
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float projCoef;
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vector_type dstVec2{};
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vector3 dstVec2{};
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matrix_vector_multiply(&matrix, vec, &dstVec2);
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if (dstVec2.Z == 0.0f)
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@ -22,9 +22,9 @@ class proj
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{
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public:
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static void init(float* mat4x3, float d, float centerX, float centerY);
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static void matrix_vector_multiply(mat4_row_major* mat, vector_type* vec, vector_type* dstVec);
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static float z_distance(vector_type* vec);
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static void xform_to_2d(vector_type* vec, int* dst);
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static void matrix_vector_multiply(mat4_row_major* mat, vector3* vec, vector3* dstVec);
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static float z_distance(vector3* vec);
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static void xform_to_2d(vector3* vec, int* dst);
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static void recenter(float centerX, float centerY);
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private:
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static mat4_row_major matrix;
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