Cleaning up maths: part 2.

Renamed vector2.
This commit is contained in:
Muzychenko Andrey committed 2022-05-11 16:47:13 +03:00
1 parent d23444b983
commit 2d0da712e3
55 files changed
+127 -131

No files matched your search

+23 -27
View File
@@ -2,17 +2,13 @@
class TBall;
struct vector_type
struct vector2
{
float X;
float Y;
};
struct vector_type2 :vector_type
{
};
struct vector3 :vector_type
struct vector3 :vector2
{
float Z;
};
@@ -27,14 +23,14 @@ struct rectangle_type
struct circle_type
{
vector_type Center;
vector2 Center;
float RadiusSq;
};
struct ray_type
{
vector_type Origin;
vector_type Direction;
vector2 Origin;
vector2 Direction;
float MaxDistance;
float MinDistance;
float TimeNow;
@@ -44,12 +40,12 @@ struct ray_type
struct line_type
{
vector_type PerpendicularL;
vector_type Direction;
vector2 PerpendicularL;
vector2 Direction;
float PreComp1;
float OriginX;
float OriginY;
vector_type RayIntersect;
vector2 RayIntersect;
};
struct wall_point_type
@@ -63,12 +59,12 @@ struct wall_point_type
struct ramp_plane_type
{
vector3 BallCollisionOffset;
vector_type2 V1;
vector_type2 V2;
vector_type2 V3;
vector2 V1;
vector2 V2;
vector2 V3;
float GravityAngle1;
float GravityAngle2;
vector_type2 FieldForce;
vector2 FieldForce;
};
@@ -79,23 +75,23 @@ public:
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(vector_type* vec);
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(vector_type* vec1Dst, vector_type* vec2);
static float basic_collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float elasticity,
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(vector_type& vec1, vector_type& vec2);
static float DotProduct(vector_type* vec1, vector_type* vec2);
static void vswap(vector_type* vec1, vector_type* vec2);
static float Distance(vector_type* vec1, vector_type* vec2);
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(vector_type* point, float sin, float cos, vector_type* origin);
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(vector_type* vec, float angle);
static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector_type** lineEnd,
vector_type** lineStart);
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);
};