Code from FT: simplified TFlipper sprite update.

TFlipperEdge moving geometry stored in object.
This commit is contained in:
Muzychenko Andrey committed 2022-08-23 08:14:28 +03:00
1 parent 7feba1e947
commit acd1ad34b2
9 files changed
+113 -175

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+55 -54
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@@ -2,14 +2,11 @@
#include "TFlipperEdge.h"
#include "pb.h"
#include "TLine.h"
#include "TPinballTable.h"
#include "TTableLayer.h"
float TFlipperEdge::flipper_sin_angle, TFlipperEdge::flipper_cos_angle;
vector2 TFlipperEdge::A1, TFlipperEdge::A2, TFlipperEdge::B1, TFlipperEdge::B2, TFlipperEdge::T1;
line_type TFlipperEdge::lineA, TFlipperEdge::lineB;
circle_type TFlipperEdge::circlebase, TFlipperEdge::circleT1;
TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup, TPinballTable* table,
vector3* origin, vector3* vecT1, vector3* vecT2, float extendTime, float retractTime,
@@ -19,8 +16,6 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
Elasticity = elasticity;
Smoothness = smoothness;
ExtendTime = extendTime;
RetractTime = retractTime;
CollisionMult = collMult;
T1Src = static_cast<vector2>(*vecT1);
@@ -51,7 +46,19 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
if (crossProd.Z < 0.0f)
AngleMax = -AngleMax;
FlipperFlag = 0;
Angle1 = 0.0;
AngleDst = 0.0;
// 3DPB and FT have different formats for flipper speed:
// 3DPB: Time it takes for flipper to go from source to destination, in sec.
// FT: Flipper movement speed, in radians per sec.
if (pb::FullTiltMode)
{
auto angleMax = std::abs(AngleMax);
retractTime = angleMax / retractTime;
extendTime = angleMax / extendTime;
}
ExtendTime = extendTime;
RetractTime = retractTime;
auto dirX1 = vecDir1.X;
auto dirY1 = -vecDir1.Y;
@@ -87,13 +94,12 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsi
InputTime = 0.0;
CollisionFlag1 = 0;
AngleStopTime = 0.0;
AngleMult = 0.0;
AngleAdvanceTime = 0.0;
}
void TFlipperEdge::port_draw()
{
set_control_points(InputTime);
build_edges_in_motion();
}
float TFlipperEdge::FindCollisionDistance(ray_type* ray)
@@ -112,7 +118,6 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
CollisionFlag1 = 0;
CollisionFlag2 = 0;
set_control_points(ogRay->TimeNow);
build_edges_in_motion();
auto ballInside = is_ball_inside(ogRay->Origin.X, ogRay->Origin.Y);
srcRay.MinDistance = ogRay->MinDistance;
if (ballInside == 0)
@@ -120,7 +125,7 @@ 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(this, srcRay, dstRay);
if (distance == 0.0f)
{
NextBallPosition = dstRay.Origin;
@@ -166,14 +171,14 @@ 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(this, 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(this, srcRay, dstRay) >= 1e+09f)
{
return 1e+09;
}
@@ -196,7 +201,6 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
while (timeNow < stopTime)
{
set_control_points(timeNow);
build_edges_in_motion();
auto ballInside = is_ball_inside(posX, posY);
if (ballInside != 0)
{
@@ -220,7 +224,7 @@ 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(this, srcRay, dstRay) >= 1e+09f)
{
NextBallPosition.X = posX;
NextBallPosition.Y = posY;
@@ -249,7 +253,7 @@ 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(this, srcRay, dstRay);
CollisionDirection = dstRay.Direction;
if (distance >= 1e+09f)
{
@@ -265,7 +269,7 @@ 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(this, srcRay, dstRay);
if (distance < 1e+09f)
{
NextBallPosition = dstRay.Origin;
@@ -312,7 +316,7 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float distance)
if (circlebase.RadiusSq * 1.01f < distanceSq)
{
float v11;
float v20 = sqrt(distanceSq / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
float v20 = sqrt(distanceSq / DistanceDivSq) * (fabs(AngleMax) / AngleAdvanceTime);
float dot1 = maths::DotProduct(CollisionLinePerp, CollisionDirection);
if (dot1 >= 0.0f)
v11 = dot1 * v20;
@@ -389,46 +393,39 @@ void TFlipperEdge::place_in_grid()
void TFlipperEdge::set_control_points(float timeNow)
{
maths::SinCos(flipper_angle(timeNow), flipper_sin_angle, flipper_cos_angle);
float sin, cos;
maths::SinCos(flipper_angle(timeNow), sin, cos);
A1 = A1Src;
A2 = A2Src;
B1 = B1Src;
B2 = B2Src;
T1 = T1Src;
maths::RotatePt(A1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
maths::RotatePt(A2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
maths::RotatePt(T1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
maths::RotatePt(B1, flipper_sin_angle, flipper_cos_angle, RotOrigin);
maths::RotatePt(B2, flipper_sin_angle, flipper_cos_angle, RotOrigin);
}
void TFlipperEdge::build_edges_in_motion()
{
maths::RotatePt(A1, sin, cos, RotOrigin);
maths::RotatePt(A2, sin, cos, RotOrigin);
maths::RotatePt(T1, sin, cos, RotOrigin);
maths::RotatePt(B1, sin, cos, RotOrigin);
maths::RotatePt(B2, sin, cos, RotOrigin);
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;
circleT1.RadiusSq = CircleT1RadiusSq;
circleT1.Center.X = T1.X;
circleT1.Center.Y = T1.Y;
circlebase = {RotOrigin, CirclebaseRadiusSq};
circleT1 = {T1, CircleT1RadiusSq};
}
float TFlipperEdge::flipper_angle(float timeNow)
{
// When not moving, flipper is at destination angle.
if (!FlipperFlag)
return Angle1;
return AngleDst;
float currentAngleDuration = fabsf((Angle1 - Angle2) / AngleMax * AngleMult);
float currentAngleRatio;
// How much time it takes to go from source to destination angle, in sec.
auto arcDuration = std::abs((AngleDst - AngleSrc) / AngleMax * AngleAdvanceTime);
if (currentAngleDuration >= 0.0000001f)
currentAngleRatio = (timeNow - InputTime) / currentAngleDuration;
else
currentAngleRatio = 1.0;
// How close the flipper is to destination, in [0, 1] range.
auto t = arcDuration >= 0.0000001f ? (timeNow - InputTime) / arcDuration : 1.0f;
t = Clamp(t, 0.0f, 1.0f);
currentAngleRatio = std::min(1.0f, std::max(currentAngleRatio, 0.0f));
return currentAngleRatio * (Angle1 - Angle2) + Angle2;
// Result = linear interpolation between source and destination angle.
return AngleSrc + t * (AngleDst - AngleSrc);
}
int TFlipperEdge::is_ball_inside(float x, float y)
@@ -459,28 +456,32 @@ int TFlipperEdge::is_ball_inside(float x, float y)
return 0;
}
void TFlipperEdge::SetMotion(int code, float value)
int TFlipperEdge::SetMotion(int code, float value)
{
switch (code)
{
case 1:
Angle2 = flipper_angle(value);
Angle1 = AngleMax;
AngleMult = ExtendTime;
AngleSrc = flipper_angle(value);
AngleDst = AngleMax;
AngleAdvanceTime = ExtendTime;
break;
case 2:
Angle2 = flipper_angle(value);
Angle1 = 0.0;
AngleMult = RetractTime;
AngleSrc = flipper_angle(value);
AngleDst = 0.0f;
AngleAdvanceTime = RetractTime;
break;
case 1024:
FlipperFlag = 0;
Angle1 = 0.0;
return;
AngleSrc = 0.0f;
AngleDst = 0.0f;
break;
default: break;
}
if (AngleSrc == AngleDst)
code = 0;
InputTime = value;
FlipperFlag = code;
AngleStopTime = AngleMult + InputTime;
AngleStopTime = AngleAdvanceTime + InputTime;
return code;
}