SpaceCadetPinball/SpaceCadetPinball/TFlipperEdge.h

57 lines
1.5 KiB
C++

#pragma once
#include "maths.h"
#include "TEdgeSegment.h"
#include "TPinballComponent.h"
class TPinballTable;
class TFlipperEdge : public TEdgeSegment
{
public:
TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup, TPinballTable* table,
vector3* origin, vector3* vecT1, vector3* vecT2, float extendSpeed, float retractSpeed, float collMult,
float elasticity, float smoothness);
void port_draw() override;
float FindCollisionDistance(const ray_type& ray) override;
void EdgeCollision(TBall* ball, float distance) override;
void place_in_grid(RectF* aabb) override;
void set_control_points(float angle);
float flipper_angle_delta(float timeDelta);
int SetMotion(MessageCode code);
MessageCode FlipperFlag{};
float Elasticity;
float Smoothness;
vector2 RotOrigin{};
float CirclebaseRadius;
float CircleT1Radius;
float CirclebaseRadiusSq;
float CircleT1RadiusSq;
float CirclebaseRadiusMSq;
float CircleT1RadiusMSq;
float AngleMax;
float AngleRemainder{};
float AngleDst;
float CurrentAngle{};
vector2 CollisionLinePerp{};
vector2 A1Src{};
vector2 A2Src{};
vector2 B1Src{};
vector2 B2Src{};
float CollisionMult;
vector2 T1Src{};
vector2 T2Src{};
float DistanceDiv, DistanceDivSq;
vector2 CollisionDirection{};
float ExtendSpeed;
float RetractSpeed;
float MoveSpeed;
vector2 NextBallPosition{};
vector2 A1, A2, B1, B2, T1;
line_type LineA, LineB;
circle_type circlebase, circleT1;
float InvT1Radius;
float YMin, YMax, XMin, XMax;
bool ControlPointDirtyFlag{};
};