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/*
* ball.cc
* DIN Is Noise is copyright (c) 2006-2025 Jagannathan Sampath
* DIN Is Noise is released under GNU Public License 2.0
* DIN Is Noise is released under GNU Public License 2.0
* For more information, please visit https://dinisnoise.org/
*/
#include "mondrian.h"
#include "console.h"
#include "utils.h"
#include "vector2d.h"
#include <utility>
using namespace std;
extern mondrian mondrian0;
extern const float PI_BY_180;
extern const float TWO_PI;
extern int TRAILSIZE;
extern int JUSTIFICATION;
extern int is_din_binaural ();
extern float get_binaural_separation_in_hz ();
ball::ball (int _type) : trail (TRAILSIZE) {
init (_type);
}
void ball::init (int _type) {
trig_what = NOTE;
x = y = 0;
R = 0;
V = 0;
vx = vy = 0;
vm = vm_1 = vm_inf = 0;
select = 0;
frozen = 1;
vol_mult = 1;
mod = 0;
attack_time = recent_attack_time;
decay_time = recent_decay_time;
pitch_mult = 1.0; // recent_pitch_mult;
num_notes = 0;
del = 0;
auto_rotate = 0;
dtheta = PI_BY_180;
set_type (_type);
binaural = is_din_binaural ();
just = JUSTIFICATION;
if (binaural) sep = get_binaural_separation_in_hz (); else sep = 0.0f;
++ref;
}
void ball::clone_this (ball* C) {
rnd<float> rd (0, TWO_PI);
float rad = rd ();
C->x = x + op_clone.offset * cos (rad);
C->y = y + op_clone.offset * sin (rad);
C->R = R;
C->R->balls.push_back (C);
C->V = V;
C->vx = vx;
C->vy = vy;
C->vol_mult = vol_mult;
C->mod = mod;
C->attack_time = attack_time;
C->decay_time = decay_time;
C->pitch_mult = pitch_mult;
C->auto_rotate = auto_rotate;
C->dtheta = dtheta;
C->set_type (type);
C->op_turn = op_turn;
C->op_speed = op_speed;
C->op_teleport = op_teleport;
C->op_clone = op_clone;
C->op_clone.n = op_clone.max;
if (op_clone.alarm.active) {
if (op_clone.clone_can_clone)
C->op_clone.alarm.start ();
else
C->op_clone.alarm.stop ();
}
C->op_transform = op_transform;
C->frozen = frozen;
C->trail = trail;
C->trig_what = trig_what;
}
void ball::set_velocity (float dx, float dy) {
V = unit_vector (vx, vy, dx, dy);
if (V == 0) V = unit_vector (vx, vy, 1.0f, 1.0f);
op_speed.max = max (op_speed.max, V);
calc_velocity_slope ();
}
void ball::rotate_velocity (int dir) {
rotate_vector (vx, vy, dir * dtheta);
calc_velocity_slope ();
}
void ball::calc_velocity_slope () {
if (vx != 0) {
vm = vy * 1.0f / vx;
vm_1 = 1.0f / vm;
vm_inf = 0;
} else {
vm = 0.0f;
vm_1 = 0.0f;
vm_inf = 1;
}
}
void ball::on_edge_hit (int e1, int e2, int cl, float& v, float xry, float yrx, float elb, float ewh, pair<float, float>& invl, int& eh) {
eh = 1;
int walle [] = {e1, 0, e2};
slit* S = 0;
rect* RO = get_other_rect_of_slit (R, walle[cl+1], xry, &S);
if (RO) { // ball in slit
eh = 0; // edge hit didnt happen
if (type == HEALER) mondrian0.remove_slit (S); // close slit
R->erase (this);
R = RO; // ball is now in other box
R->balls.push_back (this);
} else { // ball hit edge
if (type == WRECKER) {
if (mondrian0.slitting == mondrian::ANIMATE_SLIT) {
mondrian0.fdr.restart ();
mondrian0.add_remove_slit (x, y, &mondrian0.fdr); // make animated slit
}
else
mondrian0.add_remove_slit (x, y); // make slit
}
v = -v; // flip component of velocity to rebound
if (op_turn.alarm.active) op_turn.start (this);
calc_velocity_slope ();
float xy, t0, dt;
xy = yrx;
t0 = elb;
dt = ewh;
mondrian0.launch_note (this, xy, t0, dt, invl);
}
}
void ball::update () {
int edge_hit = 0;
trail.add (x, y);
if (!frozen) {
float px = x, py = y;
// move the ball by a constant speed we found when user made the ball
x += (V * vx);
y += (V * vy);
box<float>& e = R->extents; // get the box the ball is bouncing in
box<float>& eroot = mondrian0.root->extents; // get the root box
// check if the ball is still inside this box after move
if (inbox (e, x, y)) {
// ball is still inside the box so theres nothing to do
} else { // ball has hit a wall or ceiling of box
check:
int clx = clamp<float> (e.left, x, e.right);
if (clx) { // hit wall
if (vm_inf == 0) y = py + vm * (x - px); else y = py;
float yb4 = y;
if (clamp (e.bottom, y, e.top)) { // below floor or above ceiling
y = yb4;
goto check;
}
on_edge_hit (edge::LEFT, edge::RIGHT, clx, vx, y, x, eroot.left, eroot.width_1, R->vint, edge_hit);
} else {
int cly = clamp<float> (e.bottom, y, e.top);
if (cly) { // hit floor or ceiling
if (vm_inf == 0) x = px + vm_1 * (y - py); else x = px;
on_edge_hit (edge::BOTTOM, edge::TOP, cly, vy, x, y, eroot.bottom, eroot.height_1, R->hint, edge_hit);
}
}
}
}
if (auto_rotate && !edge_hit) rotate_velocity (auto_rotate); // auto_rotate = -1 is clockwise; auto_rotate = 1 is anti-clockwise
}
void ball::set_type (int T) {
type = T;
switch (type) {
case ball::BOUNCER:
color_using_modulation ();
break;
case ball::WRECKER:
r = 1.0f; g = 0.25f; b = 0.25f;
break;
case ball::HEALER:
r = 0.0f; g = 1.0f; b = 1.0f;
}
}
void ball::color_using_modulation () {
if (type != ball::BOUNCER) return;
if (mod < 1) {
r = g = b = 0.15f;
} else if (mod > 1) {
r = g = b = 1.0f;
} else {
r = g = b = 0.60f;
}
}
void ball::print () {
extern char BUFFER [];
sprintf (BUFFER, "type = %s > %s, attack = %0.3f s, decay = %0.3f s, modulation = %0.3f", types_str [type], trigstr [trig_what], attack_time, decay_time, pitch_mult);
cons << BUFFER << eol;
}
void ball::eval_ops () {
ball_op* ops [ball_op::NUM_OPS] = {&op_turn, &op_speed, &op_teleport, &op_clone, &op_transform};
for (int i = 0; i < ball_op::NUM_OPS; ++i) ops[i]->eval (this);
}