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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-20 07:45:26 +00:00

Use EntityList instead of `rstl::resverved_vector<TUniqueId, 1024>' directly

This commit is contained in:
2021-06-06 17:07:45 -07:00
parent 5bfe881b95
commit 0b4f15341b
58 changed files with 184 additions and 183 deletions

View File

@@ -47,24 +47,24 @@ public:
static void CheckFalling(CPhysicsActor& actor, CStateManager& mgr, float);
static void MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt,
const rstl::reserved_vector<TUniqueId, kMaxEntities>* nearList);
const EntityList* nearList);
static bool ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float,
const CMaterialFilter& filter, EntityList& nearList, float,
float, float&, CCollisionInfoList& list);
static bool MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
const CMaterialFilter& filter, EntityList& nearList,
float, float&, CCollisionInfoList& list, TUniqueId& idOut);
static void MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
const CMaterialFilter& filter, EntityList& nearList,
float);
static zeus::CVector3f CollisionDamping(const zeus::CVector3f& a, const zeus::CVector3f& b, const zeus::CVector3f& c,
float d, float e);
static void MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float,
const rstl::reserved_vector<TUniqueId, kMaxEntities>* nearList);
const EntityList* nearList);
static bool RemoveNormalComponent(const zeus::CVector3f&, const zeus::CVector3f&, zeus::CVector3f&, float&);
static bool RemoveNormalComponent(const zeus::CVector3f& a, zeus::CVector3f& b);
static CMaterialList MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float,
rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
EntityList& nearList,
CAreaCollisionCache& cache, const SMovementOptions& opts,
SMoveObjectResult& result);
};