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Implement CCollidableOBBTree
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@@ -11,6 +11,7 @@ class CCollisionInfoList;
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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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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&);
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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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@@ -18,6 +19,8 @@ bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& p
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float mag, float& T, zeus::CVector3f& point);
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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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bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir,
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const zeus::CVector3f* verts, float& d);
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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,
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