Cleaning up maths: part 1.
Vector3 inherited from vector2.
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@@ -6,9 +6,16 @@ struct vector_type
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{
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float X;
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float Y;
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float Z;
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};
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struct vector_type2 :vector_type
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{
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};
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struct vector3 :vector_type
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{
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float Z;
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};
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struct rectangle_type
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{
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@@ -45,12 +52,6 @@ struct line_type
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vector_type RayIntersect;
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};
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struct vector_type2
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{
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float X;
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float Y;
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};
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struct wall_point_type
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{
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float X0;
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@@ -61,7 +62,7 @@ struct wall_point_type
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struct ramp_plane_type
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{
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vector_type BallCollisionOffset;
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vector3 BallCollisionOffset;
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vector_type2 V1;
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vector_type2 V2;
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vector_type2 V3;
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@@ -81,8 +82,8 @@ public:
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static float normalize_2d(vector_type* vec);
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static void line_init(line_type* line, float x0, float y0, float x1, float y1);
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static float ray_intersect_line(ray_type* ray, line_type* line);
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static void cross(vector_type* vec1, vector_type* vec2, vector_type* dstVec);
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static float magnitude(vector_type* vec);
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static void cross(vector3* vec1, vector3* vec2, vector3* dstVec);
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static float magnitude(vector3* vec);
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static void vector_add(vector_type* vec1Dst, vector_type* vec2);
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static float basic_collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float elasticity,
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float smoothness,
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