mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 23:20:19 +01:00
cd4679194c
Either lost in decompilation or introduced in x64 port.
100 lines
2.5 KiB
C++
100 lines
2.5 KiB
C++
#pragma once
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class TBall;
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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 rectangle_type
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{
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int XPosition;
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int YPosition;
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int Width;
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int Height;
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};
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struct circle_type
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{
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vector_type Center;
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float RadiusSq;
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};
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struct ray_type
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{
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vector_type Origin;
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vector_type Direction;
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float MaxDistance;
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float MinDistance;
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float TimeNow;
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float TimeDelta;
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int FieldFlag;
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};
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struct line_type
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{
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vector_type PerpendicularL;
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vector_type Direction;
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float PreComp1;
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float OriginX;
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float OriginY;
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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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float Y0;
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float X1;
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float Y1;
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};
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struct ramp_plane_type
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{
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vector_type 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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float GravityAngle1;
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float GravityAngle2;
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vector_type2 FieldForce;
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};
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class maths
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{
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public:
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static void enclosing_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
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static int rectangle_clip(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
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static int overlapping_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
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static float ray_intersect_circle(ray_type* ray, circle_type* circle);
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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 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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float threshold, float boost);
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static float Distance_Squared(vector_type vec1, vector_type vec2);
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static float DotProduct(vector_type* vec1, vector_type* vec2);
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static void vswap(vector_type* vec1, vector_type* vec2);
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static float Distance(vector_type* vec1, vector_type* vec2);
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static void SinCos(float angle, float* sinOut, float* cosOut);
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static void RotatePt(vector_type* point, float sin, float cos, vector_type* origin);
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static float distance_to_flipper(ray_type* ray1, ray_type* ray2);
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static void RotateVector(vector_type* vec, float angle);
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static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector_type** lineEnd,
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vector_type** lineStart);
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};
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