SpaceCadetPinball/SpaceCadetPinball/maths.h

98 lines
2.3 KiB
C++

#pragma once
class TBall;
struct vector2
{
float X;
float Y;
};
struct vector3 :vector2
{
float Z;
};
struct rectangle_type
{
int XPosition;
int YPosition;
int Width;
int Height;
};
struct circle_type
{
vector2 Center;
float RadiusSq;
};
struct ray_type
{
vector2 Origin;
vector2 Direction;
float MaxDistance;
float MinDistance;
float TimeNow;
float TimeDelta;
int FieldFlag;
};
struct line_type
{
vector2 PerpendicularL;
vector2 Direction;
float PreComp1;
float OriginX;
float OriginY;
vector2 RayIntersect;
};
struct wall_point_type
{
float X0;
float Y0;
float X1;
float Y1;
};
struct ramp_plane_type
{
vector3 BallCollisionOffset;
vector2 V1;
vector2 V2;
vector2 V3;
float GravityAngle1;
float GravityAngle2;
vector2 FieldForce;
};
class maths
{
public:
static void enclosing_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
static int rectangle_clip(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
static int overlapping_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
static float ray_intersect_circle(ray_type* ray, circle_type* circle);
static float normalize_2d(vector2* vec);
static void line_init(line_type* line, float x0, float y0, float x1, float y1);
static float ray_intersect_line(ray_type* ray, line_type* line);
static void cross(vector3* vec1, vector3* vec2, vector3* dstVec);
static float magnitude(vector3* vec);
static void vector_add(vector2* vec1Dst, vector2* vec2);
static float basic_collision(TBall* ball, vector2* nextPosition, vector2* direction, float elasticity,
float smoothness,
float threshold, float boost);
static float Distance_Squared(vector2& vec1, vector2& vec2);
static float DotProduct(vector2* vec1, vector2* vec2);
static void vswap(vector2* vec1, vector2* vec2);
static float Distance(vector2* vec1, vector2* vec2);
static void SinCos(float angle, float* sinOut, float* cosOut);
static void RotatePt(vector2* point, float sin, float cos, vector2* origin);
static float distance_to_flipper(ray_type* ray1, ray_type* ray2);
static void RotateVector(vector2* vec, float angle);
static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2** lineEnd,
vector2** lineStart);
};