metaforce/Runtime/Collision/CollisionUtil.hpp

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#pragma once
#include "Runtime/GCNTypes.hpp"
#include "Runtime/Collision/CMaterialList.hpp"
#include <zeus/CAABox.hpp>
#include <zeus/CMRay.hpp>
#include <zeus/COBBox.hpp>
#include <zeus/CSphere.hpp>
#include <zeus/CVector3f.hpp>
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namespace urde {
class CCollisionInfoList;
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namespace CollisionUtil {
bool LineIntersectsOBBox(const zeus::COBBox&, const zeus::CMRay&, float&);
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u32 RayAABoxIntersection(const zeus::CMRay&, const zeus::CAABox&, float&, float&);
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u32 RayAABoxIntersection(const zeus::CMRay&, const zeus::CAABox&, zeus::CVector3f&, float&);
u32 RayAABoxIntersection_Double(const zeus::CMRay&, const zeus::CAABox&, zeus::CVector3f&, double&);
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bool RaySphereIntersection_Double(const zeus::CSphere&, const zeus::CVector3f&, const zeus::CVector3f&, double&);
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bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
float mag, float& T, zeus::CVector3f& point);
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bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir,
const std::array<zeus::CVector3f, 3>& verts, double& d);
bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir,
const std::array<zeus::CVector3f, 3>& verts, float& d);
void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out);
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void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList& in, CCollisionInfoList& out);
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bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0, const zeus::CAABox& aabb1,
const CMaterialList& list1, CCollisionInfoList& infoList);
bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1);
bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxhalfsize,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2);
double TriPointSqrDist(const zeus::CVector3f& point, 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, 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, const zeus::CVector3f& trivert0,
const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2, zeus::CVector3f& point,
zeus::CVector3f& normal);
bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const zeus::CVector3f& dir, 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,
int axis1, int axis2, float& d);
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bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, const zeus::CVector3f& dir, double& d,
zeus::CVector3f& point, zeus::CVector3f& normal);
bool AABox_AABox_Moving(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1, const zeus::CVector3f& dir, double& d,
zeus::CVector3f& point, zeus::CVector3f& normal);
void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out);
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} // namespace CollisionUtil
} // namespace urde