Reverse-engineered reimplementation of 3D Pinball for Windows - Space Cadet from k4zmu2a/SpaceCadetPinball (MIT), upstream cb9b7b8, vendored rather than submoduled so local patches are just edits. - CMakeLists: stop hard-setting CMAKE_OSX_ARCHITECTURES so the documented -D override works; brew's SDL2 is arm64-only and universal linking failed. - gitignore original .DAT/.MID assets, which are not ours to redistribute. - CLAUDE.md: build line, upstream deviation, and where game data goes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
29 lines
760 B
C++
29 lines
760 B
C++
#pragma once
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#include "maths.h"
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#include "TPinballComponent.h"
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struct vector2;
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class TEdgeSegment;
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class TBall;
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class TCollisionComponent : public TPinballComponent
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{
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public:
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std::vector<TEdgeSegment*> EdgeList;
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float Elasticity;
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float Smoothness;
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float Boost;
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float Threshold;
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int SoftHitSoundId;
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int HardHitSoundId;
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RectF AABB;
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TCollisionComponent(TPinballTable* table, int groupIndex, bool createWall);
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~TCollisionComponent() override;
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void port_draw() override;
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virtual void Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance,
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TEdgeSegment* edge);
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virtual int FieldEffect(TBall* ball, vector2* vecDst);
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bool DefaultCollision(TBall* ball, vector2* nextPosition, vector2* direction);
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};
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