macrosoft3dpinball/SpaceCadetPinball/TCircle.cpp
type-two b671975742 Vendor SpaceCadetPinball, build for Apple Silicon
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>
2026-07-27 19:05:12 +10:00

45 lines
1.2 KiB
C++

#include "pch.h"
#include "TCircle.h"
#include "TBall.h"
#include "TCollisionComponent.h"
#include "TTableLayer.h"
TCircle::TCircle(TCollisionComponent* collComp, char* activeFlag, unsigned collisionGroup, vector2* center,
float radius): TEdgeSegment(collComp, activeFlag, collisionGroup)
{
Circle.RadiusSq = radius * radius;
Circle.Center = *center;
}
float TCircle::FindCollisionDistance(const ray_type& ray)
{
return maths::ray_intersect_circle(ray, Circle);
}
void TCircle::EdgeCollision(TBall* ball, float distance)
{
vector2 direction{}, nextPosition{};
nextPosition.X = distance * ball->Direction.X + ball->Position.X;
nextPosition.Y = distance * ball->Direction.Y + ball->Position.Y;
direction.X = nextPosition.X - Circle.Center.X;
direction.Y = nextPosition.Y - Circle.Center.Y;
maths::normalize_2d(direction);
CollisionComponent->Collision(ball, &nextPosition, &direction, distance, this);
}
void TCircle::place_in_grid(RectF* aabb)
{
if(aabb)
{
const auto radius = sqrt(Circle.RadiusSq);
aabb->Merge({
Circle.Center.X + radius, Circle.Center.Y + radius,
Circle.Center.X - radius, Circle.Center.Y - radius
});
}
TTableLayer::edges_insert_circle(&Circle, this, nullptr);
}