mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 15:20:17 +01:00
8017734de4
Refactored positional audio.
123 lines
2.9 KiB
C++
123 lines
2.9 KiB
C++
#include "pch.h"
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#include "TLine.h"
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#include "TTableLayer.h"
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TLine::TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, float x0, float y0, float x1,
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float y1): TEdgeSegment(collCmp, activeFlag, collisionGroup)
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{
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X0 = x0;
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Y0 = y0;
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X1 = x1;
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Y1 = y1;
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maths::line_init(Line, x0, y0, x1, y1);
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}
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TLine::TLine(TCollisionComponent* collCmp, char* activeFlag, unsigned int collisionGroup, const vector2& start,
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const vector2& end) : TEdgeSegment(collCmp, activeFlag, collisionGroup)
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{
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X0 = start.X;
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Y0 = start.Y;
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X1 = end.X;
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Y1 = end.Y;
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maths::line_init(Line, X0, Y0, X1, Y1);
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}
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void TLine::Offset(float offset)
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{
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float offX = offset * Line.PerpendicularC.X;
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float offY = offset * Line.PerpendicularC.Y;
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X0 += offX;
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Y0 += offY;
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X1 += offX;
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Y1 += offY;
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maths::line_init(Line, X0, Y0, X1, Y1);
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}
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float TLine::FindCollisionDistance(ray_type* ray)
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{
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return maths::ray_intersect_line(*ray, Line);
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}
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void TLine::EdgeCollision(TBall* ball, float distance)
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{
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CollisionComponent->Collision(
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ball,
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&Line.RayIntersect,
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&Line.PerpendicularC,
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distance,
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this);
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}
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void TLine::place_in_grid()
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{
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auto edgeMan = TTableLayer::edge_manager;
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auto xBox0 = edgeMan->box_x(X0);
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auto yBox0 = edgeMan->box_y(Y0);
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auto xBox1 = edgeMan->box_x(X1);
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auto yBox1 = edgeMan->box_y(Y1);
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int dirX = X0 >= X1 ? -1 : 1;
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int dirY = Y0 >= Y1 ? -1 : 1;
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if (yBox0 == yBox1)
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{
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if (dirX == 1)
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{
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while (xBox0 <= xBox1)
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edgeMan->add_edge_to_box(xBox0++, yBox0, this);
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}
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else
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{
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while (xBox0 >= xBox1)
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edgeMan->add_edge_to_box(xBox0--, yBox0, this);
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}
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}
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else if (xBox0 == xBox1)
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{
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if (dirY == 1)
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{
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while (yBox0 <= yBox1)
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edgeMan->add_edge_to_box(xBox0, yBox0++, this);
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}
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else
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{
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while (yBox0 >= yBox1)
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edgeMan->add_edge_to_box(xBox0, yBox0--, this);
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}
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}
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else
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{
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edgeMan->add_edge_to_box(xBox0, yBox0, this);
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// Bresenham line formula: y = dYdX * (x - x0) + y0; dYdX = (y0 - y1) / (x0 - x1)
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auto dyDx = (Y0 - Y1) / (X0 - X1);
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// Precompute constant part: dYdX * (-x0) + y0
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auto precomp = -X0 * dyDx + Y0;
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// X and Y indexes are offset by one when going forwards, not sure why
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auto xBias = dirX == 1 ? 1 : 0, yBias = dirY == 1 ? 1 : 0;
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for (auto indexX = xBox0, indexY = yBox0; indexX != xBox1 || indexY != yBox1;)
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{
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// Calculate y from indexY and from line formula
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auto yDiscrete = (indexY + yBias) * edgeMan->AdvanceY + edgeMan->MinY;
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auto ylinear = ((indexX + xBias) * edgeMan->AdvanceX + edgeMan->MinX) * dyDx + precomp;
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if (dirY == 1 ? ylinear >= yDiscrete : ylinear <= yDiscrete)
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{
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// Advance indexY when discrete value is ahead/behind
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// Advance indexX when discrete value matches linear value
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indexY += dirY;
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if (ylinear == yDiscrete)
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indexX += dirX;
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}
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else
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{
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// Advance indexX otherwise
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indexX += dirX;
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}
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edgeMan->add_edge_to_box(indexX, indexY, this);
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}
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}
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}
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