Cleaning up maths: part 3.
Demangled methods, vectors args by ref, added comments, more accurate ray_intersect_line.
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@@ -6,6 +6,15 @@ struct vector2
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{
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float X;
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float Y;
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bool operator==(const vector2& vec)
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{
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return X == vec.X && Y == vec.Y;
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}
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bool operator!=(const vector2& vec)
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{
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return X != vec.X || Y != vec.Y;
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}
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};
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struct vector3 :vector2
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@@ -40,11 +49,11 @@ struct ray_type
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struct line_type
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{
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vector2 PerpendicularL;
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vector2 PerpendicularC;
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vector2 Direction;
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float PreComp1;
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float OriginX;
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float OriginY;
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vector2 Origin;
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float MinCoord;
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float MaxCoord;
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vector2 RayIntersect;
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};
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@@ -71,27 +80,27 @@ struct ramp_plane_type
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class maths
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{
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public:
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static void enclosing_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
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static int rectangle_clip(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
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static int overlapping_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect);
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static float ray_intersect_circle(ray_type* ray, circle_type* circle);
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static float normalize_2d(vector2* vec);
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static void enclosing_box(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type& dstRect);
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static bool rectangle_clip(const rectangle_type& rect1, const rectangle_type& rect2, rectangle_type* dstRect);
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static float ray_intersect_circle(const ray_type& ray, const circle_type& circle);
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static float normalize_2d(vector2& 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(vector3* vec1, vector3* vec2, vector3* dstVec);
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static float magnitude(vector3* vec);
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static void vector_add(vector2* vec1Dst, vector2* vec2);
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static void cross(const vector3& vec1, const vector3& vec2, vector3& dstVec);
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static float cross(const vector2& vec1, const vector2& vec2);
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static float magnitude(const vector3& vec);
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static void vector_add(vector2& vec1Dst, const vector2& vec2);
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static vector2 vector_sub(const vector2& vec1, const vector2& vec2);
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static float basic_collision(TBall* ball, vector2* nextPosition, vector2* direction, float elasticity,
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float smoothness,
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float threshold, float boost);
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static float Distance_Squared(vector2& vec1, vector2& vec2);
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static float DotProduct(vector2* vec1, vector2* vec2);
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static void vswap(vector2* vec1, vector2* vec2);
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static float Distance(vector2* vec1, vector2* vec2);
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static float Distance_Squared(const vector2& vec1, const vector2& vec2);
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static float DotProduct(const vector2& vec1, const vector2& vec2);
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static float Distance(const vector2& vec1, const vector2& vec2);
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static void SinCos(float angle, float* sinOut, float* cosOut);
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static void RotatePt(vector2* point, float sin, float cos, vector2* origin);
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static void RotatePt(vector2& point, float sin, float cos, const vector2& origin);
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static float distance_to_flipper(ray_type* ray1, ray_type* ray2);
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static void RotateVector(vector2* vec, float angle);
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static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2** lineEnd,
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vector2** lineStart);
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static void RotateVector(vector2& vec, float angle);
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static void find_closest_edge(ramp_plane_type* plane, int planeCount, wall_point_type* wall, vector2& lineEnd,
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vector2& lineStart);
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};
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