2016-06-26 01:11:09 +00:00
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#ifndef __URDE_COLLISIONUTIL_HPP__
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#define __URDE_COLLISIONUTIL_HPP__
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#include "GCNTypes.hpp"
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#include "zeus/zeus.hpp"
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2017-06-18 01:58:13 +00:00
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#include "CMaterialList.hpp"
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2016-06-26 01:11:09 +00:00
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namespace urde
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{
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2017-06-18 01:58:13 +00:00
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class CCollisionInfoList;
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2016-06-26 01:11:09 +00:00
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namespace CollisionUtil
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{
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bool LineIntersectsOBBox(const zeus::COBBox&, const zeus::CMRay&, float&);
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2017-07-03 03:34:19 +00:00
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u32 RayAABoxIntersection(const zeus::CMRay&, const zeus::CAABox&, float&, float&);
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2017-06-26 01:36:31 +00:00
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u32 RayAABoxIntersection(const zeus::CMRay&, const zeus::CAABox&, zeus::CVector3f&, float&);
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u32 RayAABoxIntersection_Double(const zeus::CMRay&, const zeus::CAABox&, zeus::CVector3f&, double&);
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2017-06-30 01:39:34 +00:00
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bool RaySphereIntersection_Double(const zeus::CSphere&, const zeus::CVector3f&, const zeus::CVector3f&, double&);
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2017-06-18 01:58:13 +00:00
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bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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float mag, float& T, zeus::CVector3f& point);
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2017-06-26 01:36:31 +00:00
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bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir,
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const zeus::CVector3f* verts, double& d);
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2017-07-03 03:34:19 +00:00
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bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir,
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const zeus::CVector3f* verts, float& d);
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2017-06-18 01:58:13 +00:00
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void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out);
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2017-06-19 07:00:50 +00:00
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void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList& in, CCollisionInfoList& out);
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2017-06-18 01:58:13 +00:00
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bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0,
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const zeus::CAABox& aabb1, const CMaterialList& list1,
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CCollisionInfoList& infoList);
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bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1);
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2017-06-24 04:58:59 +00:00
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bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxhalfsize,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2);
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2017-06-30 01:39:34 +00:00
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double TriPointSqrDist(const zeus::CVector3f& point,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2, float* baryX, float* baryY);
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bool TriSphereOverlap(const zeus::CSphere& sphere,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2);
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bool TriSphereIntersection(const zeus::CSphere& sphere,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2, zeus::CVector3f& point, zeus::CVector3f& normal);
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2017-07-01 03:23:49 +00:00
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bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const zeus::CVector3f& dir,
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float& tMin, float& tMax, int& axis, bool& sign);
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bool LineCircleIntersection2d(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CSphere& sphere,
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int axis1, int axis2, float& d);
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bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, const zeus::CVector3f& dir,
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double& d, zeus::CVector3f& point, zeus::CVector3f& normal);
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bool AABox_AABox_Moving(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1, const zeus::CVector3f& dir,
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double& d, zeus::CVector3f& point, zeus::CVector3f& normal);
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2018-04-26 21:12:20 +00:00
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void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out);
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2016-06-26 01:11:09 +00:00
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}
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}
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#endif // __URDE_COLLISIONUTIL_HPP__
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