SpaceCadetPinball/SpaceCadetPinball/TEdgeSegment.cpp

117 lines
3.2 KiB
C++

#include "pch.h"
#include "TEdgeSegment.h"
#include "TCircle.h"
#include "TCollisionComponent.h"
#include "TLine.h"
TEdgeSegment::TEdgeSegment(TCollisionComponent* collComp, char* activeFlag, unsigned collisionGroup)
{
CollisionComponent = collComp;
ActiveFlag = activeFlag;
CollisionGroup = collisionGroup;
ProcessedFlag = 0;
}
void TEdgeSegment::port_draw()
{
}
TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* collComp, char* activeFlagPtr,
unsigned int collisionGroup, float offset, size_t wallValue)
{
vector2 center{}, start{}, end{}, prevCenter{};
vector3 vec1{}, vec2{}, dstVec{};
TEdgeSegment* edge = nullptr;
wall_type wallType = static_cast<wall_type>(static_cast<int>(floor(*floatArr) - 1.0f));
switch (wallType)
{
case wall_type::Circle:
{
center.X = floatArr[1];
center.Y = floatArr[2];
auto radius = offset + floatArr[3];
auto circle = new TCircle(collComp, activeFlagPtr, collisionGroup, &center, radius);
circle->WallValue = reinterpret_cast<void*>(wallValue);
circle->place_in_grid(&collComp->AABB);
collComp->EdgeList.push_back(circle);
edge = circle;
break;
}
case wall_type::Line:
{
start.X = floatArr[1];
start.Y = floatArr[2];
end.X = floatArr[3];
end.Y = floatArr[4];
auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
line->WallValue = reinterpret_cast<void*>(wallValue);
line->Offset(offset);
line->place_in_grid(&collComp->AABB);
collComp->EdgeList.push_back(line);
edge = line;
break;
}
default:
{
int wallTypeI = static_cast<int>(wallType);
auto floatArrPtr = floatArr + 1;
prevCenter.X = floatArr[2 * wallTypeI - 1];
prevCenter.Y = floatArr[2 * wallTypeI];
for (int index = 0; index < wallTypeI; index++, floatArrPtr += 2)
{
float centerX2, centerY2;
if (index >= wallTypeI - 1)
{
centerX2 = floatArr[1];
centerY2 = floatArr[2];
}
else
{
centerX2 = floatArrPtr[2];
centerY2 = floatArrPtr[3];
}
auto centerX1 = floatArrPtr[0];
auto centerY1 = floatArrPtr[1];
center.X = centerX1;
center.Y = centerY1;
if (offset != 0.0f)
{
vec1.X = centerX1 - prevCenter.X;
vec1.Y = center.Y - prevCenter.Y;
vec2.X = centerX2 - centerX1;
vec2.Y = centerY2 - center.Y;
maths::cross(vec1, vec2, dstVec);
if ((dstVec.Z > 0.0f && offset > 0.0f) ||
(dstVec.Z < 0.0f && offset < 0.0f))
{
float radius = offset * 1.001f;
auto circle = new TCircle(collComp, activeFlagPtr, collisionGroup, &center, radius);
circle->WallValue = reinterpret_cast<void*>(wallValue);
circle->place_in_grid(&collComp->AABB);
collComp->EdgeList.push_back(circle);
}
}
start.X = floatArrPtr[0];
start.Y = floatArrPtr[1];
end.X = floatArrPtr[2];
end.Y = floatArrPtr[3];
auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
line->WallValue = reinterpret_cast<void*>(wallValue);
line->Offset(offset);
line->place_in_grid(&collComp->AABB);
collComp->EdgeList.push_back(line);
edge = line;
prevCenter = center;
}
}
}
return edge;
}