Example #1
0
void Hit3DPoly::Collide(const CollisionEvent& coll)
{
   Ball * const pball = coll.m_ball;
   const Vertex3Ds& hitnormal = coll.m_hitnormal;

   if (m_ObjType != eTrigger)
   {
      const float dot = -(hitnormal.Dot(pball->m_vel));

      pball->Collide3DWall(m_normal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter);

      if (m_obj && m_fe && dot >= m_threshold)
      {
          if (m_ObjType == ePrimitive)
          {
             m_obj->m_currentHitThreshold = dot;
             FireHitEvent(pball);
          }
          else if (m_ObjType == eHitTarget && ((HitTarget*)m_obj)->m_d.m_isDropped == false)
          {
             ((HitTarget*)m_obj)->m_hitEvent = true;
             m_obj->m_currentHitThreshold = dot;
             FireHitEvent(pball);
          }
      }
   }
   else // trigger:
   {
      if (!pball->m_vpVolObjs) return;

      const int i = FindIndexOf(*(pball->m_vpVolObjs), m_obj); // if -1 then not in objects volume set (i.e not already hit)

      if ((!coll.m_hitflag) == (i < 0)) // Hit == NotAlreadyHit
      {
         pball->m_pos += STATICTIME * pball->m_vel;      //move ball slightly forward

         if (i < 0)
         {
            pball->m_vpVolObjs->push_back(m_obj);
            ((Trigger*)m_obj)->FireGroupEvent(DISPID_HitEvents_Hit);
         }
         else
         {
            pball->m_vpVolObjs->erase(pball->m_vpVolObjs->begin() + i);
            ((Trigger*)m_obj)->FireGroupEvent(DISPID_HitEvents_Unhit);
         }
      }
   }
}
Example #2
0
void HitGate::Collide(CollisionEvent* coll)
{
    Ball *pball = coll->ball;
    const Vertex3Ds& hitnormal = coll->hitnormal;

	const float dot = pball->m_vel.x * hitnormal.x + pball->m_vel.y * hitnormal.y;
	if (dot > 0.0f && !m_twoWay) return;	//hit from back doesn't count

	const float h = m_pgate->m_d.m_height;

	//linear speed = ball speed
	//angular speed = linear/radius (height of hit)

	// h is the height of the gate axis.
    m_gateanim.m_anglespeed = fabsf(dot); // use this until a better value comes along

	if (fabsf(h - pball->m_radius) > 1.0f)				// avoid divide by zero
		m_gateanim.m_anglespeed /= h - pball->m_radius;

    // We encoded which side of the spinner the ball hit
    if (coll->hitvelocity.x==0.0f && m_twoWay)
        m_gateanim.m_anglespeed = -m_gateanim.m_anglespeed; 

    FireHitEvent(pball);
}
Example #3
0
void HitGate::Collide(const CollisionEvent& coll)
{
   Ball * const pball = coll.m_ball;
   const Vertex3Ds& hitnormal = coll.m_hitnormal;
   
   const float dot = coll.m_hitnormal.Dot(coll.m_ball->m_vel);
   const float h = m_pgate->m_d.m_height*0.5f;

   //linear speed = ball speed
   //angular speed = linear/radius (height of hit)
   float speed = fabsf(dot);
   // h is the height of the gate axis.
  if (fabsf(h) > 1.0f) // avoid divide by zero
      speed /= h;

  m_gateMover.m_anglespeed = speed;
  if (!coll.m_hitflag && !m_twoWay)
  {
      m_gateMover.m_anglespeed *= (float)(1.0/8.0); // Give a little bounce-back.
      return; // hit from back doesn't count if not two-way
  }

   // We encoded which side of the spinner the ball hit
   if (coll.m_hitflag && m_twoWay)
       m_gateMover.m_anglespeed = -m_gateMover.m_anglespeed;

   FireHitEvent(pball);
}
Example #4
0
void HitPoint::Collide(CollisionEvent *coll)
{
    const float dot = coll->hitnormal.Dot(coll->ball->m_vel);
    coll->ball->Collide3DWall(coll->hitnormal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter);

    if (dot <= -m_threshold)
        FireHitEvent(coll->ball);
}
Example #5
0
void LineSeg::Collide(CollisionEvent *coll)
{
    const float dot = coll->hitnormal.x * coll->ball->m_vel.x + coll->hitnormal.y * coll->ball->m_vel.y;
    coll->ball->Collide2DWall(coll->hitnormal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter);

    if (dot <= -m_threshold)
        FireHitEvent(coll->ball);
}
Example #6
0
void HitLine3D::Collide(CollisionEvent* coll)
{
    Ball *pball = coll->ball;
    const Vertex3Ds& hitnormal = coll->hitnormal;

    const float dot = hitnormal.Dot(pball->m_vel);
    pball->Collide3DWall(hitnormal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter);

    if (m_ObjType == ePrimitive && dot <= -m_threshold)
        FireHitEvent(pball);
}
Example #7
0
void HitLine3D::Collide(const CollisionEvent& coll)
{
   Ball *const pball = coll.m_ball;
   const Vertex3Ds& hitnormal = coll.m_hitnormal;

   const float dot = -(hitnormal.Dot(pball->m_vel));
   pball->Collide3DWall(hitnormal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter);

   if (m_obj && m_fe && dot >= m_threshold)
   {
       if (m_ObjType == ePrimitive)
       {
          m_obj->m_currentHitThreshold = dot;
          FireHitEvent(pball);
       }
       else if (m_ObjType == eHitTarget && ((HitTarget*)m_obj)->m_d.m_isDropped == false)
       {
           ((HitTarget*)m_obj)->m_hitEvent = true;
           m_obj->m_currentHitThreshold = dot;
           FireHitEvent(pball);
       }
   }
}
Example #8
0
void Hit3DPoly::Collide(CollisionEvent *coll)
{
   Ball *pball = coll->ball;
   const Vertex3Ds& hitnormal = coll->hitnormal;

   if (m_ObjType != eTrigger)
   {
      const float dot = hitnormal.x * pball->m_vel.x + hitnormal.y * pball->m_vel.y;

      pball->Collide3DWall(normal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter);

      if (m_ObjType == ePrimitive && dot <= -m_threshold)
          FireHitEvent(pball);
   }
	else
	{
		if (!pball->m_vpVolObjs) return;

		const int i = pball->m_vpVolObjs->IndexOf(m_pObj); // if -1 then not in objects volume set (i.e not already hit)

		if ((coll->hitvelocity.x != 1.0f) == (i < 0))	   // Hit == NotAlreadyHit
		{			
            pball->m_pos += STATICTIME * pball->m_vel;     //move ball slightly forward
				
			if (i < 0)
			{	
				pball->m_vpVolObjs->AddElement(m_pObj);
				((Trigger*)m_pObj)->FireGroupEvent(DISPID_HitEvents_Hit);				
			}		
			else			
			{
				pball->m_vpVolObjs->RemoveElementAt(i);
				((Trigger*)m_pObj)->FireGroupEvent(DISPID_HitEvents_Unhit);				
			}
		}	
	}
}