mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 15:20:17 +01:00
c1c74878df
The result is 3DPB/FT hybrid, with control closer to 3DPB and components closer to FT.
131 lines
3.1 KiB
C++
131 lines
3.1 KiB
C++
#pragma once
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class TBall;
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class TFlipperEdge;
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struct vector2
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{
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float X;
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float Y;
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bool operator==(const vector2& vec)
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{
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return X == vec.X && Y == vec.Y;
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}
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bool operator!=(const vector2& vec)
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{
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return X != vec.X || Y != vec.Y;
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}
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};
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struct vector3 :vector2
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{
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vector3() = default;
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vector3(float x, float y) : vector3{ x, y, 0 } {}
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vector3(float x, float y, float z) : vector2{ x, y }, Z(z) {}
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float Z;
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};
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struct vector2i
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{
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int X;
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int Y;
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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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vector2 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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vector2 Origin;
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vector2 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 CollisionMask;
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};
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struct line_type
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{
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vector2 PerpendicularC;
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vector2 Direction;
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vector2 Origin;
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vector2 End;
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float MinCoord;
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float MaxCoord;
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vector2 RayIntersect;
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};
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struct wall_point_type
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{
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vector2 Pt0;
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vector2 Pt1;
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};
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struct ramp_plane_type
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{
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vector3 BallCollisionOffset;
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vector2 V1;
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vector2 V2;
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vector2 V3;
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float GravityAngle1;
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float GravityAngle2;
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vector2 FieldForce;
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};
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struct RectF
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{
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float XMax, YMax, XMin, YMin;
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};
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enum class FlipperIntersect
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{
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none = -1,
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lineA = 0,
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lineB = 1,
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circlebase = 2,
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circleT1 = 3
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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(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type& dstRect);
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static bool rectangle_clip(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type* dstRect);
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static float ray_intersect_circle(const ray_type& ray, const circle_type& circle);
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static float normalize_2d(vector2& 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(const ray_type& ray, line_type& line);
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static void cross(const vector3& vec1, const vector3& vec2, vector3& dstVec);
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static float cross(const vector2& vec1, const vector2& vec2);
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static float magnitude(const vector3& vec);
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static void vector_add(vector2& vec1Dst, const vector2& vec2);
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static vector2 vector_sub(const vector2& vec1, const vector2& vec2);
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static vector3 vector_sub(const vector3& vec1, const vector3& vec2);
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static vector2 vector_mul(const vector2& vec1, float val);
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static float basic_collision(TBall* ball, vector2* nextPosition, vector2* 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(const vector2& vec1, const vector2& vec2);
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static float DotProduct(const vector2& vec1, const vector2& vec2);
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static float Distance(const vector2& vec1, const vector2& vec2);
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static void SinCos(float angle, float& sinOut, float& cosOut);
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static void RotatePt(vector2& point, float sin, float cos, const vector2& origin);
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static float distance_to_flipper(TFlipperEdge* flipper, const ray_type& ray1, ray_type& ray2);
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static void RotateVector(vector2& vec, float angle);
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static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2& lineEnd,
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vector2& lineStart);
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};
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