Cleaning up maths: part 4.

More by ref args, cleaned up distance_to_flipper, ramp init.
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Muzychenko Andrey committed 2022-05-16 09:28:35 +03:00
1 parent fdf1f6c9f1
commit 2d2ca0ab2a
6 files changed
+153 -177

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@@ -120,7 +120,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
srcRay.Direction = ogRay->Direction;
srcRay.MaxDistance = ogRay->MaxDistance;
srcRay.Origin = ogRay->Origin;
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
auto distance = maths::distance_to_flipper(srcRay, dstRay);
if (distance == 0.0f)
{
NextBallPosition = dstRay.Origin;
@@ -166,14 +166,14 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09f)
if (maths::distance_to_flipper(srcRay, dstRay) >= 1e+09f)
{
srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
maths::normalize_2d(srcRay.Direction);
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09f)
if (maths::distance_to_flipper(srcRay, dstRay) >= 1e+09f)
{
return 1e+09;
}
@@ -220,7 +220,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
srcRay.Origin.X = posX - srcRay.Direction.X * 5.0f;
srcRay.Origin.Y = posY - srcRay.Direction.Y * 5.0f;
srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09f)
if (maths::distance_to_flipper(srcRay, dstRay) >= 1e+09f)
{
NextBallPosition.X = posX;
NextBallPosition.Y = posY;
@@ -249,7 +249,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
auto distance = maths::distance_to_flipper(srcRay, dstRay);
CollisionDirection = dstRay.Direction;
if (distance >= 1e+09f)
{
@@ -265,7 +265,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
srcRay.MinDistance = ogRay->MinDistance;
srcRay.Origin = ogRay->Origin;
srcRay.MaxDistance = rayMaxDistance;
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
auto distance = maths::distance_to_flipper(srcRay, dstRay);
if (distance < 1e+09f)
{
NextBallPosition = dstRay.Origin;
@@ -389,7 +389,7 @@ void TFlipperEdge::place_in_grid()
void TFlipperEdge::set_control_points(float timeNow)
{
maths::SinCos(flipper_angle(timeNow), &flipper_sin_angle, &flipper_cos_angle);
maths::SinCos(flipper_angle(timeNow), flipper_sin_angle, flipper_cos_angle);
A1 = A1Src;
A2 = A2Src;
B1 = B1Src;
@@ -404,8 +404,8 @@ void TFlipperEdge::set_control_points(float timeNow)
void TFlipperEdge::build_edges_in_motion()
{
maths::line_init(&lineA, A1.X, A1.Y, A2.X, A2.Y);
maths::line_init(&lineB, B1.X, B1.Y, B2.X, B2.Y);
maths::line_init(lineA, A1.X, A1.Y, A2.X, A2.Y);
maths::line_init(lineB, B1.X, B1.Y, B2.X, B2.Y);
circlebase.RadiusSq = CirclebaseRadiusSq;
circlebase.Center.X = RotOrigin.X;
circlebase.Center.Y = RotOrigin.Y;