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Cleaning up maths: part 3.

Demangled methods, vectors args by ref, added comments, more accurate ray_intersect_line.
This commit is contained in:
Muzychenko Andrey 2022-05-13 11:15:30 +03:00
parent 2d0da712e3
commit fdf1f6c9f1
21 changed files with 296 additions and 356 deletions

View file

@ -9,7 +9,7 @@ public:
line_type Line{};
float X0, Y0, X1, Y1;
TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, float x0, float y0, float x1, float y1);
TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, vector2* start, vector2* end);
TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, const vector2& start, const vector2& end);
void Offset(float offset);
float FindCollisionDistance(ray_type* ray) override;
void EdgeCollision(TBall* ball, float coef) override;