#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(ray_type* ray) { return maths::ray_intersect_circle(*ray, Circle); } void TCircle::EdgeCollision(TBall* ball, float coef) { vector2 direction{}, nextPosition{}; nextPosition.X = coef * ball->Acceleration.X + ball->Position.X; nextPosition.Y = coef * ball->Acceleration.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, coef, this); } void TCircle::place_in_grid() { TTableLayer::edges_insert_circle(&Circle, this, nullptr); }