104 lines
2.5 KiB
C++
104 lines
2.5 KiB
C++
#include "pch.h"
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#include "TCollisionComponent.h"
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#include "loader.h"
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#include "maths.h"
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#include "TEdgeSegment.h"
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#include "TPinballTable.h"
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#include "TBall.h"
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TCollisionComponent::TCollisionComponent(TPinballTable* table, int groupIndex, bool createWall) :
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TPinballComponent(table, groupIndex, true)
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{
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visualStruct visual{};
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ActiveFlag = 1;
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AABB = { -10000, -10000, 10000, 10000 };
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if (GroupName != nullptr)
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UnusedBaseFlag = 1;
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if (groupIndex <= 0)
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{
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loader::default_vsi(&visual);
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}
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else
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{
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loader::query_visual(groupIndex, 0, &visual);
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if (createWall)
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{
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float offset = table->CollisionCompOffset;
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float* floatArr = loader::query_float_attribute(groupIndex, 0, 600);
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TEdgeSegment::install_wall(floatArr, this, &ActiveFlag, visual.CollisionGroup, offset, 0);
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}
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}
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Threshold = visual.Kicker.Threshold;
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Elasticity = visual.Elasticity;
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Smoothness = visual.Smoothness;
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Boost = visual.Kicker.Boost;
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HardHitSoundId = visual.Kicker.HardHitSoundId;
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SoftHitSoundId = visual.SoftHitSoundId;
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GroupIndex = groupIndex;
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}
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TCollisionComponent::~TCollisionComponent()
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{
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for (auto edge : EdgeList)
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delete edge;
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}
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void TCollisionComponent::port_draw()
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{
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for (auto edge : EdgeList)
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edge->port_draw();
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}
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bool TCollisionComponent::DefaultCollision(TBall* ball, vector2* nextPosition, vector2* direction)
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{
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if (PinballTable->TiltLockFlag)
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{
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maths::basic_collision(ball, nextPosition, direction, Elasticity, Smoothness, 1000000000.0, 0.0);
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return false;
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}
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bool collision = false;
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auto projSpeed = maths::basic_collision(ball, nextPosition, direction, Elasticity, Smoothness, Threshold, Boost);
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if (projSpeed > Threshold)
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{
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loader::play_sound(HardHitSoundId, ball, "TCollisionComponent1");
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collision = true;
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}
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else if (projSpeed > 0.2f)
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loader::play_sound(SoftHitSoundId, ball, "TCollisionComponent2");
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return collision;
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}
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void TCollisionComponent::Collision(TBall* ball, vector2* nextPosition, vector2* direction,
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float distance, TEdgeSegment* edge)
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{
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if (PinballTable->TiltLockFlag)
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{
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maths::basic_collision(ball, nextPosition, direction, Elasticity, Smoothness, 1000000000.0, 0.0);
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return;
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}
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auto projSpeed = maths::basic_collision(
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ball,
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nextPosition,
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direction,
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Elasticity,
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Smoothness,
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Threshold,
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Boost);
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if (projSpeed > Threshold)
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loader::play_sound(HardHitSoundId, ball, "TCollisionComponent3");
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else if (projSpeed > 0.2f)
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loader::play_sound(SoftHitSoundId, ball, "TCollisionComponent4");
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}
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int TCollisionComponent::FieldEffect(TBall* ball, vector2* vecDst)
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{
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return 0;
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}
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