TFlipper, TFlipperEdge ready.

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oz committed 2021-01-10 15:22:06 +03:00
1 parent 87b4aa27e7
commit 61fe0410b0
8 files changed
+510 -266

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+226 -248
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@@ -12,8 +12,8 @@ line_type TFlipperEdge::lineA, TFlipperEdge::lineB;
circle_type TFlipperEdge::circlebase, TFlipperEdge::circleT1;
TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag, TPinballTable* table,
vector_type* origin, vector_type* vecT, vector_type* vec3, float bmpCoef1, float bmpCoef2,
float a11, float c4F, float c5F): TEdgeSegment(collComp, someFlag, visualFlag)
vector_type* origin, vector_type* vecT1, vector_type* vecT2, float bmpCoef1, float bmpCoef2,
float collMult, float c4F, float c5F): TEdgeSegment(collComp, someFlag, visualFlag)
{
vector_type crossProd{}, vecDir1{}, vecDir2{};
@@ -21,10 +21,10 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
CollisionC5F = c5F;
BmpCoef1 = bmpCoef1;
BmpCoef2 = bmpCoef2;
Unknown32F = a11;
CollisionMult = collMult;
T1Src = *vecT;
Unknown36V = *vec3;
T1Src = *vecT1;
T2Src = *vecT2;
RotOrigin.X = origin->X;
RotOrigin.Y = origin->Y;
@@ -32,17 +32,17 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
CirclebaseRadiusMSq = CirclebaseRadius * 1.01f * (CirclebaseRadius * 1.01f);
CirclebaseRadiusSq = CirclebaseRadius * CirclebaseRadius;
CircleT1Radius = vecT->Z + table->CollisionCompOffset;
CircleT1Radius = vecT1->Z + table->CollisionCompOffset;
CircleT1RadiusMSq = CircleT1Radius * 1.01f * (CircleT1Radius * 1.01f);
CircleT1RadiusSq = CircleT1Radius * CircleT1Radius;
vecDir1.X = vecT->X - origin->X;
vecDir1.Y = vecT->Y - origin->Y;
vecDir1.X = vecT1->X - origin->X;
vecDir1.Y = vecT1->Y - origin->Y;
vecDir1.Z = 0.0;
maths::normalize_2d(&vecDir1);
vecDir2.X = vec3->X - origin->X;
vecDir2.Y = vec3->Y - origin->Y;
vecDir2.X = vecT2->X - origin->X;
vecDir2.Y = vecT2->Y - origin->Y;
vecDir2.Z = 0.0;
maths::normalize_2d(&vecDir2);
@@ -57,15 +57,15 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
auto dirY1 = -vecDir1.Y;
A2Src.X = dirY1 * CirclebaseRadius + origin->X;
A2Src.Y = dirX1 * CirclebaseRadius + origin->Y;
A1Src.X = dirY1 * CircleT1Radius + vecT->X;
A1Src.Y = dirX1 * CircleT1Radius + vecT->Y;
A1Src.X = dirY1 * CircleT1Radius + vecT1->X;
A1Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
dirX1 = -dirX1;
dirY1 = -dirY1;
B1Src.X = dirY1 * CirclebaseRadius + origin->X;
B1Src.Y = dirX1 * CirclebaseRadius + origin->Y;
B2Src.X = dirY1 * CircleT1Radius + vecT->X;
B2Src.Y = dirX1 * CircleT1Radius + vecT->Y;
B2Src.X = dirY1 * CircleT1Radius + vecT1->X;
B2Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
if (AngleMax < 0.0)
{
@@ -73,261 +73,239 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
maths::vswap(&A2Src, &B2Src);
}
auto dx = vecT->X - RotOrigin.X;
auto dy = vecT->Y - RotOrigin.Y;
auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT->Z;
auto dx = vecT1->X - RotOrigin.X;
auto dy = vecT1->Y - RotOrigin.Y;
auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT1->Z;
DistanceDivSq = distance1 * distance1;
float bmpCoef = min(BmpCoef1, BmpCoef2);
auto distance = maths::Distance(vecT, vec3);
Unknown40F = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
auto distance = maths::Distance(vecT1, vecT2);
CollisionTimeAdvance = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
TFlipperEdge::place_in_grid();
Unknown44 = 0;
TimeAngle = 0.0;
Unknown15 = 0;
Unknown46F = 0.0;
EdgeCollisionFlag = 0;
InputTime = 0.0;
CollisionFlag1 = 0;
AngleStopTime = 0.0;
AngleMult = 0.0;
}
void TFlipperEdge::port_draw()
{
set_control_points(TimeAngle);
set_control_points(InputTime);
build_edges_in_motion();
}
float TFlipperEdge::FindCollisionDistance(ray_type* ray)
{
auto ogRay = ray;
ray_type dstRay{}, srcRay{};
float* pfVar2;
short uVar3;
int iVar4;
int uVar5;
vector_type* prVar6;
vector_type* plVar6;
vector_type* pvVar7;
float fVar8;
ray_type ray2;
ray_type ray1;
float local_1c;
float local_18;
float local_14;
float local_10;
float local_c;
float local_8;
if (ogRay->TimeNow > this->Unknown46F) {
this->FlipperFlag = 0;
if (ogRay->TimeNow > AngleStopTime)
{
FlipperFlag = 0;
}
if (this->Unknown44 == 0) {
if (this->FlipperFlag == 0) {
this->Unknown44 = 0;
this->Unknown15 = 0;
this->Unknown16 = 0;
set_control_points( ogRay->TimeNow);
if (EdgeCollisionFlag == 0)
{
if (FlipperFlag == 0)
{
EdgeCollisionFlag = 0;
CollisionFlag1 = 0;
CollisionFlag2 = 0;
set_control_points(ogRay->TimeNow);
build_edges_in_motion();
iVar4 = is_ball_inside( (ogRay->Origin).X, (ogRay->Origin).Y);
ray1.MinDistance = ogRay->MinDistance;
if (iVar4 == 0) {
ray1.Direction.X = (ogRay->Direction).X;
ray1.Direction.Y = (ogRay->Direction).Y;
ray1.Direction.Z = (ogRay->Direction).Z;
ray1.MaxDistance = ogRay->MaxDistance;
ray1.Origin.X = (ogRay->Origin).X;
ray1.Origin.Y = (ogRay->Origin).Y;
ray1.Origin.Z = (ogRay->Origin).Z;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
plVar6 = &ray2.Origin;
if (fVar8 == 0.0) {
pvVar7 = &this->NextBallPosition;
pvVar7->X = ray2.Origin.X;
(this->NextBallPosition).Y = ray2.Origin.Y;
(this->NextBallPosition).Z = ray2.Origin.Z;
pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
pfVar2 = &(this->NextBallPosition).Y;
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
auto ballInside = is_ball_inside(ogRay->Origin.X, ogRay->Origin.Y);
srcRay.MinDistance = ogRay->MinDistance;
if (ballInside == 0)
{
srcRay.Direction = ogRay->Direction;
srcRay.MaxDistance = ogRay->MaxDistance;
srcRay.Origin = ogRay->Origin;
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
if (distance == 0.0)
{
NextBallPosition = dstRay.Origin;
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
}
else {
pvVar7 = &this->NextBallPosition;
LAB_0101bab7:
pvVar7->X = (plVar6)->X;
pvVar7->Y = (plVar6)->Y;
pvVar7->Z = (plVar6)->Z;
else
{
NextBallPosition = dstRay.Origin;
}
(this->CollisionDirection).X = ray2.Direction.X;
(this->CollisionDirection).Y = ray2.Direction.Y;
(this->CollisionDirection).Z = ray2.Direction.Z;
return fVar8;
CollisionDirection = dstRay.Direction;
return distance;
}
fVar8 = maths::Distance_Squared(ogRay->Origin, this->RotOrigin);
if (this->CirclebaseRadiusMSq <= fVar8) {
fVar8 = maths::Distance_Squared(ogRay->Origin, T1);
if (this->CircleT1RadiusMSq <= fVar8) {
ray1.Direction.Y = lineB.PerpendicularL.Y;
ray1.Direction.X = lineB.PerpendicularL.X;
if (iVar4 == 4) {
ray1.Direction.Y = lineA.PerpendicularL.Y;
ray1.Direction.X = lineA.PerpendicularL.X;
if (maths::Distance_Squared(ogRay->Origin, RotOrigin) >= CirclebaseRadiusMSq)
{
if (maths::Distance_Squared(ogRay->Origin, T1) >= CircleT1RadiusMSq)
{
srcRay.Direction.Y = lineB.PerpendicularL.Y;
srcRay.Direction.X = lineB.PerpendicularL.X;
if (ballInside == 4)
{
srcRay.Direction.Y = lineA.PerpendicularL.Y;
srcRay.Direction.X = lineA.PerpendicularL.X;
}
ray1.Direction.X = -ray1.Direction.X;
ray1.Direction.Y = -ray1.Direction.Y;
srcRay.Direction.X = -srcRay.Direction.X;
srcRay.Direction.Y = -srcRay.Direction.Y;
}
else {
ray1.Direction.X = T1.X - (ogRay->Origin).X;
ray1.Direction.Y = T1.Y - (ogRay->Origin).Y;
maths::normalize_2d(&ray1.Direction);
else
{
srcRay.Direction.X = T1.X - ogRay->Origin.X;
srcRay.Direction.Y = T1.Y - ogRay->Origin.Y;
maths::normalize_2d(&srcRay.Direction);
}
}
else {
ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
maths::normalize_2d(&ray1.Direction);
else
{
srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
maths::normalize_2d(&srcRay.Direction);
}
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (1e+09 <= fVar8) {
ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
maths::normalize_2d(&ray1.Direction);
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (1e+09 <= fVar8) {
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+09)
{
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+09)
{
return 1e+09;
}
}
LAB_0101ba1a:
(this->NextBallPosition).X = ray2.Origin.X;
(this->NextBallPosition).Y = ray2.Origin.Y;
(this->NextBallPosition).Z = ray2.Origin.Z;
pvVar7 = &this->CollisionDirection;
prVar6 = &ray2.Direction;
LAB_0101bc82:
pvVar7->X = prVar6->X;
pvVar7->Y = prVar6->Y;
pvVar7->Z = prVar6->Z;
(this->NextBallPosition).X = (this->NextBallPosition).X - ray1.Direction.X * 1e-05;
pfVar2 = &(this->NextBallPosition).Y;
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05;
NextBallPosition = dstRay.Origin;
CollisionDirection = dstRay.Direction;
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
return 0.0;
}
local_8 = (ogRay->Origin).X;
local_14 = this->Unknown40F * ogRay->MaxDistance;
local_c = (ogRay->Origin).Y;
local_10 = ogRay->TimeNow;
local_18 = this->Unknown40F * (ogRay->Direction).X;
local_1c = (ogRay->Direction).Y * this->Unknown40F;
fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
uVar3 = fVar8 <= local_10;// fp flag shift
while (uVar3 == 0) {
set_control_points( local_10);
auto posX = ogRay->Origin.X;
auto posY = ogRay->Origin.Y;
auto posXAdvance = ogRay->Direction.X * CollisionTimeAdvance;
auto posYAdvance = ogRay->Direction.Y * CollisionTimeAdvance;
auto rayMaxDistance = ogRay->MaxDistance * CollisionTimeAdvance;
auto timeNow = ogRay->TimeNow;
auto stopTime = ogRay->TimeDelta + ogRay->TimeNow;
while (timeNow < stopTime)
{
set_control_points(timeNow);
build_edges_in_motion();
iVar4 = is_ball_inside( local_8, local_c);
if (iVar4 != 0) {
if ((this->FlipperFlag == 1) && (iVar4 != 5)) {
plVar6 = &lineA.PerpendicularL;
ray1.Direction.Y = lineA.PerpendicularL.Y;
ray1.Direction.X = lineA.PerpendicularL.X;
auto ballInside = is_ball_inside(posX, posY);
if (ballInside != 0)
{
vector_type* linePtr;
if (FlipperFlag == 1 && ballInside != 5)
{
linePtr = &lineA.PerpendicularL;
srcRay.Direction.Y = lineA.PerpendicularL.Y;
srcRay.Direction.X = lineA.PerpendicularL.X;
}
else {
if ((this->FlipperFlag != 2) || (iVar4 == 4)) {
ray1.Direction.X = (this->RotOrigin).X - local_8;
this->Unknown15 = 0;
this->Unknown16 = 1;
ray1.Direction.Y = (this->RotOrigin).Y - local_c;
maths::normalize_2d(&ray1.Direction);
ray1.Origin.X = local_8 - ray1.Direction.X * 5.0f;
ray1.Origin.Y = local_c - ray1.Direction.Y * 5.0f;
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (1e+09 <= fVar8) {
(this->NextBallPosition).X = local_8;
(this->CollisionDirection).X = -ray1.Direction.X;
(this->NextBallPosition).Y = local_c;
(this->CollisionDirection).Y = -ray1.Direction.Y;
else
{
if (FlipperFlag != 2 || ballInside == 4)
{
CollisionFlag1 = 0;
CollisionFlag2 = 1;
srcRay.Direction.X = RotOrigin.X - posX;
srcRay.Direction.Y = RotOrigin.Y - posY;
maths::normalize_2d(&srcRay.Direction);
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+09)
{
NextBallPosition.X = posX;
NextBallPosition.Y = posY;
CollisionDirection.X = -srcRay.Direction.X;
CollisionDirection.Y = -srcRay.Direction.Y;
return 0.0;
}
goto LAB_0101ba1a;
NextBallPosition = dstRay.Origin;
CollisionDirection = dstRay.Direction;
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
return 0.0;
}
plVar6 = &lineB.PerpendicularL;
ray1.Direction.Y = lineB.PerpendicularL.Y;
ray1.Direction.X = lineB.PerpendicularL.X;
linePtr = &lineB.PerpendicularL;
srcRay.Direction.Y = lineB.PerpendicularL.Y;
srcRay.Direction.X = lineB.PerpendicularL.X;
}
ray1.Direction.X = -ray1.Direction.X;
ray1.Direction.Y = -ray1.Direction.Y;
(this->Unknown17V).X = plVar6->X;
(this->Unknown17V).Y = plVar6->Y;
(this->Unknown17V).Z = plVar6->Z;
this->Unknown16 = 0;
this->Unknown15 = 1;
ray1.MinDistance = 0.002;
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
(this->CollisionDirection).X = ray2.Direction.X;
(this->CollisionDirection).Y = ray2.Direction.Y;
(this->CollisionDirection).Z = ray2.Direction.Z;
if (1e+09 <= fVar8) {
CollisionLinePerp = *linePtr;
CollisionFlag2 = 0;
CollisionFlag1 = 1;
srcRay.Direction.X = -srcRay.Direction.X;
srcRay.Direction.Y = -srcRay.Direction.Y;
srcRay.MinDistance = 0.002f;
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);
CollisionDirection = dstRay.Direction;
if (distance >= 1e+09)
{
return 1e+09;
}
pvVar7 = &this->NextBallPosition;
prVar6 = &ray2.Origin;
goto LAB_0101bc82;
NextBallPosition = dstRay.Origin;
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
return 0.0;
}
ray1.Direction.X = (ogRay->Direction).X;
ray1.Direction.Y = (ogRay->Direction).Y;
ray1.Direction.Z = (ogRay->Direction).Z;
ray1.MinDistance = ogRay->MinDistance;
ray1.Origin.X = (ogRay->Origin).X;
ray1.Origin.Y = (ogRay->Origin).Y;
ray1.Origin.Z = (ogRay->Origin).Z;
ray1.MaxDistance = local_14;
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
if (fVar8 < 1e+09) {
pvVar7 = &this->NextBallPosition;
pvVar7->X = ray2.Origin.X;
(this->NextBallPosition).Y = ray2.Origin.Y;
(this->NextBallPosition).Z = ray2.Origin.Z;
pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
pfVar2 = &(this->NextBallPosition).Y;
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
uVar5 = this->AngleMax > 0.0;
pvVar7 = &this->Unknown17V;
if (this->FlipperFlag == 2) {
plVar6 = &lineB.PerpendicularL;
this->Unknown15 = (uVar5 == 0);
srcRay.Direction = ogRay->Direction;
srcRay.MinDistance = ogRay->MinDistance;
srcRay.Origin = ogRay->Origin;
srcRay.MaxDistance = rayMaxDistance;
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
if (distance < 1e+09)
{
NextBallPosition = dstRay.Origin;
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
vector_type* linePtr;
if (FlipperFlag == 2)
{
linePtr = &lineB.PerpendicularL;
CollisionFlag1 = AngleMax <= 0.0;
}
else {
this->Unknown15 = uVar5;
plVar6 = &lineA.PerpendicularL;
else
{
CollisionFlag1 = AngleMax > 0.0;
linePtr = &lineA.PerpendicularL;
}
goto LAB_0101bab7;
CollisionLinePerp = *linePtr;
CollisionDirection = dstRay.Direction;
return distance;
}
local_10 = local_10 + this->Unknown40F;
local_8 = local_8 + local_18;
local_c = local_c + local_1c;
fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
uVar3 = fVar8 <= local_10;
timeNow = timeNow + CollisionTimeAdvance;
posX = posX + posXAdvance;
posY = posY + posYAdvance;
}
}
else {
this->Unknown44 = 0;
else
{
EdgeCollisionFlag = 0;
}
return 1e+09;
}
void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
{
Unknown44 = 1;
if (!FlipperFlag || !Unknown16 || Unknown15)
EdgeCollisionFlag = 1;
if (!FlipperFlag || !CollisionFlag2 || CollisionFlag1)
{
float collMult = 0.0;
if (Unknown15)
if (CollisionFlag1)
{
float dx = NextBallPosition.X - RotOrigin.X;
float dy = NextBallPosition.Y - RotOrigin.Y;
@@ -336,12 +314,12 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
{
float v11;
float v20 = sqrt(distance / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
float dot1 = maths::DotProduct(&Unknown17V, &CollisionDirection);
float dot1 = maths::DotProduct(&CollisionLinePerp, &CollisionDirection);
if (dot1 >= 0.0)
v11 = dot1 * v20;
else
v11 = 0.0;
collMult = v11 * Unknown32F;
collMult = v11 * CollisionMult;
}
}
@@ -372,9 +350,9 @@ void TFlipperEdge::place_in_grid()
{
float x0 = RotOrigin.X - CirclebaseRadius;
float y0 = RotOrigin.Y - CirclebaseRadius;
float x1 = CirclebaseRadius + RotOrigin.X;
float x1 = RotOrigin.X + CirclebaseRadius;
float y1 = RotOrigin.Y + CirclebaseRadius;
float v1 = RotOrigin.Y + CirclebaseRadius;
float v2 = T1Src.X - CircleT1Radius;
if (v2 < x0)
x0 = v2;
@@ -383,31 +361,30 @@ void TFlipperEdge::place_in_grid()
if (v3 < y0)
y0 = v3;
float v4 = CircleT1Radius + T1Src.X;
float v4 = T1Src.X + CircleT1Radius;
if (v4 > x1)
x1 = v4;
float v5 = T1Src.Y + CircleT1Radius;
if (v5 > v1)
v1 = v5;
if (v5 > y1)
y1 = v5;
float v6 = Unknown36V.X - CircleT1Radius;
float v6 = T2Src.X - CircleT1Radius;
if (v6 < x0)
x0 = v6;
float v7 = Unknown36V.Y - CircleT1Radius;
float v7 = T2Src.Y - CircleT1Radius;
if (v7 < y0)
y0 = v7;
float v8 = Unknown36V.X + CircleT1Radius;
float v8 = T2Src.X + CircleT1Radius;
if (v8 > x1)
x1 = v8;
float v9 = CircleT1Radius + Unknown36V.Y;
if (v9 > v1)
v1 = v9;
float v9 = T2Src.Y + CircleT1Radius;
if (v9 > y1)
y1 = v9;
float y1 = v1;
TTableLayer::edges_insert_square(y0, x0, y1, x1, this, nullptr);
}
@@ -447,7 +424,7 @@ float TFlipperEdge::flipper_angle(float timeNow)
angle = -angle;
if (angle >= 0.0000001)
angle = (timeNow - TimeAngle) / angle;
angle = (timeNow - InputTime) / angle;
else
angle = 1.0;
@@ -459,7 +436,7 @@ float TFlipperEdge::flipper_angle(float timeNow)
int TFlipperEdge::is_ball_inside(float x, float y)
{
vector_type ptTest{};
vector_type testPoint{};
float dx = RotOrigin.X - x;
float dy = RotOrigin.Y - y;
if ((A2.X - A1.X) * (y - A1.Y) - (A2.Y - A1.Y) * (x - A1.X) >= 0.0 &&
@@ -469,15 +446,16 @@ int TFlipperEdge::is_ball_inside(float x, float y)
dy * dy + dx * dx <= CirclebaseRadiusSq ||
(T1.Y - y) * (T1.Y - y) + (T1.X - x) * (T1.X - x) < CircleT1RadiusSq)
{
float flipperLR = AngleMax < 0.0 ? -1 : 1;
if (FlipperFlag == 1)
ptTest = AngleMax < 0.0 ? B1 : B2;
testPoint = AngleMax < 0.0 ? B1 : B2;
else if (FlipperFlag == 2)
ptTest = AngleMax < 0.0 ? A2 : A1;
testPoint = AngleMax < 0.0 ? A2 : A1;
else
ptTest = T1;
testPoint = T1;
if ((y - ptTest.Y) * (RotOrigin.X - ptTest.X) -
(x - ptTest.X) * (RotOrigin.Y - ptTest.Y) >= 0.0f)
if (((y - testPoint.Y) * (RotOrigin.X - testPoint.X) -
(x - testPoint.X) * (RotOrigin.Y - testPoint.Y)) * flipperLR < 0.0)
return 4;
return 5;
}
@@ -489,24 +467,24 @@ void TFlipperEdge::SetMotion(int code, float value)
switch (code)
{
case 1:
this->Angle2 = flipper_angle(value);
this->Angle1 = this->AngleMax;
this->AngleMult = this->BmpCoef1;
Angle2 = flipper_angle(value);
Angle1 = AngleMax;
AngleMult = BmpCoef1;
break;
case 2:
this->Angle2 = flipper_angle(value);
this->Angle1 = 0.0;
this->AngleMult = this->BmpCoef2;
Angle2 = flipper_angle(value);
Angle1 = 0.0;
AngleMult = BmpCoef2;
break;
case 1024:
this->FlipperFlag = 0;
this->Angle1 = 0.0;
FlipperFlag = 0;
Angle1 = 0.0;
return;
default: break;
}
if (!this->FlipperFlag)
this->TimeAngle = value;
this->FlipperFlag = code;
this->Unknown46F = this->AngleMult + this->TimeAngle;
if (!FlipperFlag)
InputTime = value;
FlipperFlag = code;
AngleStopTime = AngleMult + InputTime;
}