mirror of https://github.com/AxioDL/metaforce.git
De-hardcode max entity count
This commit is contained in:
parent
89378700f7
commit
5f1aed51cb
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@ -27,7 +27,7 @@ class CObjectList {
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s16 next = -1;
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s16 prev = -1;
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};
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std::array<SObjectListEntry, 1024> x0_list; // was an rstl::prereserved_vector
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std::array<SObjectListEntry, kMaxEntities> x0_list; // was an rstl::reserved_vector
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EGameObjectList x2004_listEnum;
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s16 x2008_firstId = -1;
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u16 x200a_count = 0;
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@ -233,7 +233,7 @@ s16 CSortedListManager::CalculateIntersections(ESortedList la, ESortedList lb, s
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return headId;
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}
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void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CVector3f& pos,
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void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& out, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter,
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const CActor* actor) {
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if (mag == 0.f) {
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@ -246,7 +246,7 @@ void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& o
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BuildNearList(out, zeus::CAABox(mins, maxs), filter, actor);
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}
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void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const CActor& actor,
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void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& out, const CActor& actor,
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const zeus::CAABox& aabb) {
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const CMaterialFilter& filter = actor.GetMaterialFilter();
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s16 id = ConstructIntersectionArray(aabb);
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@ -262,7 +262,7 @@ void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& o
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}
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}
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void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CAABox& aabb,
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void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& out, const zeus::CAABox& aabb,
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const CMaterialFilter& filter, const CActor* actor) {
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s16 id = ConstructIntersectionArray(aabb);
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while (id != -1) {
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@ -11,7 +11,7 @@ namespace metaforce {
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enum class ESortedList { MinX, MinY, MinZ, MaxX, MaxY, MaxZ };
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struct SSortedList {
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std::array<s16, 1024> x0_ids;
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std::array<s16, kMaxEntities> x0_ids;
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u32 x800_size = 0;
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void Reset() { x0_ids.fill(-1); }
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SSortedList() { Reset(); }
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@ -28,7 +28,7 @@ class CSortedListManager {
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SNode() = default;
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SNode(const CActor* act, const zeus::CAABox& aabb) : x0_actor(act), x4_box(aabb), x2a_populated(true) {}
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};
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std::array<SNode, 1024> x0_nodes;
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std::array<SNode, kMaxEntities> x0_nodes;
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std::array<SSortedList, 6> xb000_sortedLists;
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void Reset();
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void AddToLinkedList(s16 nodeId, s16& headId, s16& tailId);
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@ -43,10 +43,10 @@ class CSortedListManager {
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public:
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CSortedListManager();
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CVector3f& pos,
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void BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& out, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const CActor* actor);
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const CActor& actor, const zeus::CAABox& aabb);
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CAABox& aabb,
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void BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& out, const CActor& actor, const zeus::CAABox& aabb);
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void BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& out, const zeus::CAABox& aabb,
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const CMaterialFilter& filter, const CActor* actor);
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void Remove(const CActor* actor);
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void Move(const CActor* actor, const zeus::CAABox& aabb);
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@ -374,7 +374,7 @@ TAreaId CStateManager::GetVisAreaId() const {
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const zeus::CVector3f& camTranslation = ballCam->GetTranslation();
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zeus::CAABox camAABB(camTranslation, camTranslation);
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camAABB.accumulateBounds(x84c_player->GetTranslation());
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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BuildNearList(nearList, camAABB,
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CMaterialFilter(EMaterialTypes::AIBlock, CMaterialList(), CMaterialFilter::EFilterType::Include),
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nullptr);
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@ -811,7 +811,7 @@ void CStateManager::DrawWorld() {
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bool morphingPlayerVisible = false;
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int thermalActorCount = 0;
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std::array<CActor*, 1024> thermalActorArr;
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std::array<CActor*, kMaxEntities> thermalActorArr;
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for (int i = 0; i < areaCount; ++i) {
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const CGameArea& area = *areaArr[i];
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CPVSVisSet& pvs = pvsArr[i];
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@ -1696,7 +1696,7 @@ void CStateManager::ApplyDamageToWorld(TUniqueId damager, const CActor& actor, c
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bomb = True(weapon->GetAttribField() & (EProjectileAttrib::Bombs | EProjectileAttrib::PowerBombs));
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}
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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BuildNearList(nearList, aabb, filter, &actor);
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for (const auto& id : nearList) {
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CEntity* ent = ObjectById(id);
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@ -1735,7 +1735,7 @@ void CStateManager::ApplyDamageToWorld(TUniqueId damager, const CActor& actor, c
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void CStateManager::ProcessRadiusDamage(const CActor& damager, CActor& damagee, TUniqueId senderId,
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const CDamageInfo& info, const CMaterialFilter& filter) {
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const zeus::CAABox aabb(damager.GetTranslation() - info.GetRadius(), damager.GetTranslation() + info.GetRadius());
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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BuildNearList(nearList, aabb, filter, nullptr);
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for (const auto& id : nearList) {
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CEntity* ent = ObjectById(id);
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@ -1797,7 +1797,7 @@ void CStateManager::ApplyRadiusDamage(const CActor& a1, const zeus::CVector3f& p
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}
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bool CStateManager::TestRayDamage(const zeus::CVector3f& pos, const CActor& damagee,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList) const {
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) const {
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const CHealthInfo* hInfo = const_cast<CActor&>(damagee).HealthInfo(const_cast<CStateManager&>(*this));
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if (hInfo == nullptr) {
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return false;
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@ -1846,20 +1846,20 @@ bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CV
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zeus::CVector3f delta = end - start;
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const float mag = delta.magnitude();
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delta = delta / mag;
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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BuildNearList(nearList, start, delta, mag, filter, damagee);
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return RayCollideWorldInternal(start, end, filter, nearList, damagee);
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}
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bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
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const CMaterialFilter& filter, const CActor* damagee) const {
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return RayCollideWorldInternal(start, end, filter, nearList, damagee);
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}
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bool CStateManager::RayCollideWorldInternal(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
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const CActor* damagee) const {
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const zeus::CVector3f delta = end - start;
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if (!delta.canBeNormalized()) {
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@ -2373,8 +2373,8 @@ void CStateManager::MoveActors(float dt) {
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}
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void CStateManager::CrossTouchActors() {
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std::array<bool, 1024> visits{};
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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std::array<bool, kMaxEntities> visits{};
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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for (CEntity* ent : GetActorObjectList()) {
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if (ent == nullptr) {
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@ -2681,18 +2681,18 @@ void CStateManager::AreaLoaded(TAreaId aid) {
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x880_envFxManager->AreaLoaded();
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}
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CVector3f& v1,
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const zeus::CVector3f& v1,
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const zeus::CVector3f& v2, float f1, const CMaterialFilter& filter,
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const CActor* actor) const {
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x874_sortedListManager->BuildNearList(listOut, v1, v2, f1, filter, actor);
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}
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void CStateManager::BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const CActor& actor,
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void CStateManager::BuildColliderList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const CActor& actor,
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const zeus::CAABox& aabb) const {
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x874_sortedListManager->BuildNearList(listOut, actor, aabb);
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}
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CAABox& aabb,
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const zeus::CAABox& aabb,
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const CMaterialFilter& filter, const CActor* actor) const {
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x874_sortedListManager->BuildNearList(listOut, aabb, filter, actor);
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}
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@ -2800,7 +2800,7 @@ CRayCastResult CStateManager::RayStaticIntersection(const zeus::CVector3f& pos,
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CRayCastResult CStateManager::RayWorldIntersection(TUniqueId& idOut, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float length,
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const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& list) const {
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& list) const {
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return CGameCollision::RayWorldIntersection(*this, idOut, pos, dir, length, filter, list);
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}
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@ -86,7 +86,7 @@ public:
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private:
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s16 x0_nextFreeIndex = 0;
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std::array<u16, 1024> x4_idxArr{};
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std::array<u16, kMaxEntities> x4_idxArr{};
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/*
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std::unique_ptr<CObjectList> x80c_allObjs;
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@ -298,14 +298,14 @@ public:
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void ProcessRadiusDamage(const CActor&, CActor&, TUniqueId senderId, const CDamageInfo& info, const CMaterialFilter&);
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void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&, const CDamageInfo& info);
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bool TestRayDamage(const zeus::CVector3f& pos, const CActor& damagee,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList) const;
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) const;
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bool RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
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const CActor* damagee) const;
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bool RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, const CMaterialFilter& filter,
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const CActor* damagee) const;
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bool RayCollideWorldInternal(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CActor* damagee) const;
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, const CActor* damagee) const;
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bool MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter) const;
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void TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee);
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bool ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float, const CWeaponMode&);
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@ -344,10 +344,10 @@ public:
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void AreaUnloaded(TAreaId);
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void PrepareAreaUnload(TAreaId);
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void AreaLoaded(TAreaId);
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CVector3f&, const zeus::CVector3f&,
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void BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const zeus::CVector3f&, const zeus::CVector3f&,
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float, const CMaterialFilter&, const CActor*) const;
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void BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CAABox&, const CMaterialFilter&,
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void BuildColliderList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const zeus::CAABox&, const CMaterialFilter&,
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const CActor*) const;
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void UpdateActorInSortedLists(CActor&);
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void UpdateSortedLists();
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@ -358,7 +358,7 @@ public:
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const CMaterialFilter& filter) const;
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CRayCastResult RayWorldIntersection(TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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float length, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& list) const;
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& list) const;
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void UpdateObjectInLists(CEntity&);
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TUniqueId AllocateUniqueId();
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void DeferStateTransition(EStateManagerTransition t);
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@ -266,7 +266,7 @@ constexpr CMaterialFilter BallCameraFilter = CMaterialFilter::MakeIncludeExclude
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void CBallCamera::BuildSplineNav(CStateManager& mgr) {
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zeus::CVector3f ballPos = mgr.GetPlayer().GetBallPosition();
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TUniqueId intersectId = kInvalidUniqueId;
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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CRayCastResult result =
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mgr.RayWorldIntersection(intersectId, ballPos, zeus::skDown, 20.f, BallCameraFilter, nearList);
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float downFactor = result.IsValid() ? zeus::clamp(0.f, result.GetT() / 20.f, 1.f) : 1.f;
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@ -325,7 +325,7 @@ void CBallCamera::BuildSplineArc(CStateManager& mgr) {
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delta = rot.transform(delta);
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zeus::CVector3f pt1 = halfwayPoint + delta;
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TUniqueId intersectId = kInvalidUniqueId;
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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CRayCastResult result =
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mgr.RayWorldIntersection(intersectId, pt1, -delta.normalized(), delta.magnitude(), BallCameraFilter, nearList);
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if (result.IsValid()) {
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@ -529,7 +529,7 @@ void CBallCamera::CheckFailsafe(float dt, CStateManager& mgr) {
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zeus::CVector3f camToBall = ballPos - GetTranslation();
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float camToBallMag = camToBall.magnitude();
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camToBall.normalize();
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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mgr.BuildNearList(nearList, GetTranslation(), camToBall, camToBallMag, BallCameraFilter, nullptr);
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CRayCastResult result = mgr.RayWorldIntersection(x368_obscuringObjectId, GetTranslation(), camToBall, camToBallMag,
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BallCameraFilter, nearList);
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@ -984,7 +984,7 @@ zeus::CVector3f CBallCamera::ApplyColliders() {
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}
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void CBallCamera::UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& it,
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int count, float tolerance, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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int count, float tolerance, const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
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float dt, CStateManager& mgr) {
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if (it < colliderList.size()) {
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x310_idealLookVec = {0.f, g_tweakBall->GetBallCameraOffset().y(), g_tweakPlayer->GetPlayerBallHalfExtent()};
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@ -1033,7 +1033,7 @@ void CBallCamera::UpdateColliders(const zeus::CTransform& xf, std::vector<CCamer
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}
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zeus::CVector3f CBallCamera::AvoidGeometry(const zeus::CTransform& xf,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float dt,
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CStateManager& mgr) {
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switch (x328_avoidGeomCycle) {
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case 0:
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@ -1059,7 +1059,7 @@ zeus::CVector3f CBallCamera::AvoidGeometry(const zeus::CTransform& xf,
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}
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zeus::CVector3f CBallCamera::AvoidGeometryFull(const zeus::CTransform& xf,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float dt,
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CStateManager& mgr) {
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UpdateColliders(xf, x264_smallColliders, x2d0_smallColliderIt, x264_smallColliders.size(), 4.f, nearList, dt, mgr);
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UpdateColliders(xf, x274_mediumColliders, x2d4_mediumColliderIt, x274_mediumColliders.size(), 4.f, nearList, dt, mgr);
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@ -1153,7 +1153,7 @@ void CBallCamera::UpdateUsingColliders(float dt, CStateManager& mgr) {
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}
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}
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x334_collidersAABB = CalculateCollidersBoundingBox(x284_largeColliders, mgr);
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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mgr.BuildNearList(nearList, x334_collidersAABB, BallCameraFilter,
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TCastToConstPtr<CActor>(mgr.GetObjectById(x46c_collisionActorId)).GetPtr());
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if (!x18c_31_clearLOS && x368_obscuringObjectId == kInvalidUniqueId) {
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@ -1549,7 +1549,7 @@ zeus::CVector3f CBallCamera::GetFailsafeSplinePoint(const std::vector<zeus::CVec
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bool CBallCamera::CheckFailsafeFromMorphBallState(CStateManager& mgr) const {
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TUniqueId xbb8 = kInvalidUniqueId;
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float curT = 0.f;
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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rstl::reserved_vector<CRayCastResult, 6> resultsA;
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rstl::reserved_vector<CRayCastResult, 6> resultsB;
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while (curT < 6.f) {
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@ -1584,7 +1584,7 @@ bool CBallCamera::CheckFailsafeFromMorphBallState(CStateManager& mgr) const {
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}
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bool CBallCamera::SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const {
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
TUniqueId xe38 = kInvalidUniqueId;
|
||||
rstl::reserved_vector<CRayCastResult, 12> xacc;
|
||||
rstl::reserved_vector<CRayCastResult, 12> xd10;
|
||||
|
@ -1731,7 +1731,7 @@ zeus::CVector3f CBallCamera::FindDesiredPosition(float distance, float elevation
|
|||
zeus::CAABox x13ac(ballPos - distance, ballPos + distance);
|
||||
x13ac.min.z() = float(ballPos.z());
|
||||
x13ac.max.z() = elev + ballPos.z();
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, x13ac, BallCameraFilter,
|
||||
TCastToConstPtr<CActor>(mgr.GetObjectById(x46c_collisionActorId)).GetPtr());
|
||||
zeus::CQuaternion rotNeg;
|
||||
|
@ -1803,7 +1803,7 @@ zeus::CVector3f CBallCamera::FindDesiredPosition(float distance, float elevation
|
|||
zeus::CAABox findBounds(ballPos - distance, ballPos + distance);
|
||||
findBounds.min.z() = float(ballPos.z());
|
||||
findBounds.max.z() = elev + ballPos.z();
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, findBounds, BallCameraFilter,
|
||||
TCastToConstPtr<CActor>(mgr.GetObjectById(x46c_collisionActorId)).GetPtr());
|
||||
zeus::CQuaternion rotNeg2;
|
||||
|
@ -1858,7 +1858,7 @@ bool CBallCamera::DetectCollision(const zeus::CVector3f& from, const zeus::CVect
|
|||
aabb.accumulateBounds(from);
|
||||
aabb.accumulateBounds(to);
|
||||
aabb = zeus::CAABox(aabb.min - margin, aabb.max + margin);
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildColliderList(nearList, mgr.GetPlayer(), aabb);
|
||||
CAreaCollisionCache cache(aabb);
|
||||
CGameCollision::BuildAreaCollisionCache(mgr, cache);
|
||||
|
@ -1978,7 +1978,7 @@ bool CBallCamera::CheckTransitionLineOfSight(const zeus::CVector3f& eyePos, cons
|
|||
aabb.accumulateBounds(eyePos);
|
||||
aabb.accumulateBounds(behindPos);
|
||||
aabb = zeus::CAABox(aabb.min - margin, aabb.max + margin);
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildColliderList(nearList, mgr.GetPlayer(), aabb);
|
||||
CAreaCollisionCache cache(aabb);
|
||||
CGameCollision::BuildAreaCollisionCache(mgr, cache);
|
||||
|
|
|
@ -212,11 +212,11 @@ private:
|
|||
int numObscured) const;
|
||||
zeus::CVector3f ApplyColliders();
|
||||
void UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& it, int count,
|
||||
float tolerance, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt,
|
||||
float tolerance, const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float dt,
|
||||
CStateManager& mgr);
|
||||
zeus::CVector3f AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
zeus::CVector3f AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
float dt, CStateManager& mgr);
|
||||
zeus::CVector3f AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
zeus::CVector3f AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
float dt, CStateManager& mgr);
|
||||
zeus::CAABox CalculateCollidersBoundingBox(const std::vector<CCameraCollider>& colliderList,
|
||||
CStateManager& mgr) const;
|
||||
|
|
|
@ -38,14 +38,14 @@ void CGroundMovement::CheckFalling(CPhysicsActor& actor, CStateManager& mgr, flo
|
|||
}
|
||||
|
||||
void CGroundMovement::MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* nearList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* nearList) {
|
||||
CMotionState oldState = actor.GetMotionState();
|
||||
CMotionState newState = actor.PredictMotion_Internal(dt);
|
||||
float deltaMag = newState.x0_translation.magnitude();
|
||||
TUniqueId idDetect = kInvalidUniqueId;
|
||||
CCollisionInfoList collisionList;
|
||||
zeus::CAABox motionVol = actor.GetMotionVolume(dt);
|
||||
rstl::reserved_vector<TUniqueId, 1024> useColliderList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> useColliderList;
|
||||
if (nearList != nullptr) {
|
||||
useColliderList = *nearList;
|
||||
}
|
||||
|
@ -114,7 +114,7 @@ void CGroundMovement::MoveGroundCollider(CStateManager& mgr, CPhysicsActor& acto
|
|||
}
|
||||
|
||||
bool CGroundMovement::ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
float stepUp, float stepDown, float& fOut, CCollisionInfoList& list) {
|
||||
float zextent = stepDown;
|
||||
if (list.GetCount() <= 0) {
|
||||
|
@ -178,7 +178,7 @@ bool CGroundMovement::ResolveUpDown(CAreaCollisionCache& cache, CStateManager& m
|
|||
|
||||
bool CGroundMovement::MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
|
||||
const CMaterialFilter& filter,
|
||||
rstl::reserved_vector<TUniqueId, 1024>& nearList, float amt, float& resolved,
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float amt, float& resolved,
|
||||
CCollisionInfoList& list, TUniqueId& idOut) {
|
||||
actor.MoveCollisionPrimitive({0.f, 0.f, amt});
|
||||
|
||||
|
@ -238,7 +238,7 @@ bool CGroundMovement::MoveGroundColliderZ(CAreaCollisionCache& cache, CStateMana
|
|||
|
||||
void CGroundMovement::MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
|
||||
const CMaterialFilter& filter,
|
||||
rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt) {
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float dt) {
|
||||
bool didCollide = false;
|
||||
bool isPlayer = actor.GetMaterialList().HasMaterial(EMaterialTypes::Player);
|
||||
float remDt = dt;
|
||||
|
@ -335,9 +335,9 @@ zeus::CVector3f CGroundMovement::CollisionDamping(const zeus::CVector3f& vel, co
|
|||
}
|
||||
|
||||
void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float dt,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* nearList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* nearList) {
|
||||
zeus::CAABox motionVol = actor.GetMotionVolume(dt);
|
||||
rstl::reserved_vector<TUniqueId, 1024> useNearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> useNearList;
|
||||
if (nearList != nullptr) {
|
||||
useNearList = *nearList;
|
||||
} else {
|
||||
|
@ -638,7 +638,7 @@ static bool RemovePositiveZComponentFromNormal(zeus::CVector3f& vec) {
|
|||
}
|
||||
|
||||
CMaterialList CGroundMovement::MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float dt,
|
||||
rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
CAreaCollisionCache& cache, const SMovementOptions& opts,
|
||||
SMoveObjectResult& result) {
|
||||
result.x6c_processedCollisions = 0;
|
||||
|
|
|
@ -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, 1024>* nearList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* nearList);
|
||||
static bool ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList, float,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float,
|
||||
float, float&, CCollisionInfoList& list);
|
||||
static bool MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
float, float&, CCollisionInfoList& list, TUniqueId& idOut);
|
||||
static void MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& 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, 1024>* nearList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* 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, 1024>& nearList,
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
CAreaCollisionCache& cache, const SMovementOptions& opts,
|
||||
SMoveObjectResult& result);
|
||||
};
|
||||
|
|
|
@ -226,7 +226,7 @@ bool CRagDoll::SatisfyWorldConstraints(CStateManager& mgr, int pass) {
|
|||
else
|
||||
exclude = CMaterialList(EMaterialTypes::Character, EMaterialTypes::Player);
|
||||
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
CMaterialFilter filter = CMaterialFilter::MakeIncludeExclude(include, exclude);
|
||||
mgr.BuildNearList(nearList, aabb, filter, nullptr);
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ zeus::CVector3f CSteeringBehaviors::Separation(const CPhysicsActor& actor, const
|
|||
return (1.f - (posDiff.magSquared() / (separation * separation))) * posDiff.normalized();
|
||||
}
|
||||
|
||||
zeus::CVector3f CSteeringBehaviors::Alignment(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
|
||||
zeus::CVector3f CSteeringBehaviors::Alignment(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, kMaxEntities>& list,
|
||||
const CStateManager& mgr) const {
|
||||
zeus::CVector3f align;
|
||||
|
||||
|
@ -71,7 +71,7 @@ zeus::CVector3f CSteeringBehaviors::Alignment(const CPhysicsActor& actor, rstl::
|
|||
return align * (diff / M_PIF);
|
||||
}
|
||||
|
||||
zeus::CVector3f CSteeringBehaviors::Cohesion(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
|
||||
zeus::CVector3f CSteeringBehaviors::Cohesion(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, kMaxEntities>& list,
|
||||
float dampingRadius, const CStateManager& mgr) const {
|
||||
zeus::CVector3f dest;
|
||||
if (!list.empty()) {
|
||||
|
|
|
@ -19,9 +19,9 @@ public:
|
|||
zeus::CVector3f Arrival(const CPhysicsActor& actor, const zeus::CVector3f& dest, float dampingRadius) const;
|
||||
zeus::CVector3f Pursuit(const CPhysicsActor& actor, const zeus::CVector3f& v0, const zeus::CVector3f& v1) const;
|
||||
zeus::CVector3f Separation(const CPhysicsActor& actor, const zeus::CVector3f& pos, float separation) const;
|
||||
zeus::CVector3f Alignment(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
|
||||
zeus::CVector3f Alignment(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, kMaxEntities>& list,
|
||||
const CStateManager& mgr) const;
|
||||
zeus::CVector3f Cohesion(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
|
||||
zeus::CVector3f Cohesion(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, kMaxEntities>& list,
|
||||
float dampingRadius, const CStateManager& mgr) const;
|
||||
zeus::CVector2f Flee2D(const CPhysicsActor& actor, const zeus::CVector2f& v0) const;
|
||||
zeus::CVector2f Arrival2D(const CPhysicsActor& actor, const zeus::CVector2f& v0) const;
|
||||
|
|
|
@ -23,8 +23,8 @@ class CPreAdvanceIndicator {
|
|||
/*
|
||||
u32 x10_;
|
||||
u32 x14_;
|
||||
u32 x18_;
|
||||
u32 x1c_;
|
||||
u32 x18_fireTime;
|
||||
u32 x1c_damageDelay;
|
||||
u32 x20_;
|
||||
u32 x24_;
|
||||
u32 x28_;
|
||||
|
|
|
@ -59,7 +59,7 @@ void CGameCollision::InitCollision() {
|
|||
}
|
||||
|
||||
void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* colliderList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* colliderList) {
|
||||
actor.SetAngularEnabled(true);
|
||||
actor.AddMotionState(actor.PredictAngularMotion(dt));
|
||||
if (!actor.IsUseStandardCollider()) {
|
||||
|
@ -77,7 +77,7 @@ void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float
|
|||
}
|
||||
|
||||
void CGameCollision::MoveAndCollide(CStateManager& mgr, CPhysicsActor& actor, float dt, const ICollisionFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* colliderList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* colliderList) {
|
||||
bool isPlayer = actor.GetMaterialList().HasMaterial(EMaterialTypes::Player);
|
||||
bool r28 = false;
|
||||
bool r27 = false;
|
||||
|
@ -94,7 +94,7 @@ void CGameCollision::MoveAndCollide(CStateManager& mgr, CPhysicsActor& actor, fl
|
|||
float m3 = 0.001f / actor.GetCollisionAccuracyModifier();
|
||||
|
||||
zeus::CAABox motionVol = actor.GetMotionVolume(dt);
|
||||
rstl::reserved_vector<TUniqueId, 1024> useColliderList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> useColliderList;
|
||||
if (colliderList)
|
||||
useColliderList = *colliderList;
|
||||
else
|
||||
|
@ -196,7 +196,7 @@ zeus::CVector3f CGameCollision::GetActorRelativeVelocities(const CPhysicsActor&
|
|||
}
|
||||
|
||||
void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* colliderList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* colliderList) {
|
||||
if (!actor.IsMovable())
|
||||
return;
|
||||
if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider) || actor.WillMove(mgr)) {
|
||||
|
@ -297,7 +297,7 @@ bool CGameCollision::RayStaticIntersectionBool(const CStateManager& mgr, const z
|
|||
CRayCastResult CGameCollision::RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut,
|
||||
const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
||||
float length, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) {
|
||||
CRayCastResult ret;
|
||||
float bestT = length;
|
||||
if (bestT <= 0.f) {
|
||||
|
@ -323,7 +323,7 @@ CRayCastResult CGameCollision::RayDynamicIntersection(const CStateManager& mgr,
|
|||
|
||||
bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
const CActor* damagee, float length) {
|
||||
if (length <= 0.f) {
|
||||
length = 100000.f;
|
||||
|
@ -350,7 +350,7 @@ bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const
|
|||
CRayCastResult CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut,
|
||||
const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) {
|
||||
CRayCastResult staticRes = RayStaticIntersection(mgr, pos, dir, mag, filter);
|
||||
CRayCastResult dynamicRes = RayDynamicIntersection(mgr, idOut, pos, dir, mag, filter, nearList);
|
||||
|
||||
|
@ -405,7 +405,7 @@ float CGameCollision::GetMinExtentForCollisionPrimitive(const CCollisionPrimitiv
|
|||
|
||||
bool CGameCollision::DetectCollisionBoolean(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
||||
const zeus::CTransform& xf, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) {
|
||||
if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) &&
|
||||
DetectStaticCollisionBoolean(mgr, prim, xf, filter)) {
|
||||
return true;
|
||||
|
@ -419,7 +419,7 @@ bool CGameCollision::DetectCollisionBoolean(const CStateManager& mgr, const CCol
|
|||
bool CGameCollision::DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
||||
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) {
|
||||
if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) &&
|
||||
DetectStaticCollisionBoolean_Cached(mgr, cache, prim, xf, filter)) {
|
||||
return true;
|
||||
|
@ -501,7 +501,7 @@ bool CGameCollision::DetectStaticCollisionBoolean_Cached(const CStateManager& mg
|
|||
}
|
||||
|
||||
bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
const CStateManager& mgr) {
|
||||
for (const auto& id : nearList) {
|
||||
if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
|
||||
|
@ -520,7 +520,7 @@ bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& pr
|
|||
bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
||||
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList, TUniqueId& idOut,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, TUniqueId& idOut,
|
||||
CCollisionInfoList& infoList) {
|
||||
idOut = kInvalidUniqueId;
|
||||
bool ret = false;
|
||||
|
@ -542,7 +542,7 @@ bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaColli
|
|||
bool CGameCollision::DetectCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache,
|
||||
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
const zeus::CVector3f& dir, TUniqueId& idOut,
|
||||
CCollisionInfo& infoOut, double& d) {
|
||||
bool ret = false;
|
||||
|
@ -686,7 +686,7 @@ bool CGameCollision::DetectStaticCollision_Cached_Moving(const CStateManager& mg
|
|||
}
|
||||
|
||||
bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList, TUniqueId& idOut,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, TUniqueId& idOut,
|
||||
CCollisionInfoList& list, const CStateManager& mgr) {
|
||||
for (const auto& id : nearList) {
|
||||
if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
|
||||
|
@ -704,7 +704,7 @@ bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, con
|
|||
}
|
||||
|
||||
bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
const zeus::CVector3f& dir, TUniqueId& idOut, CCollisionInfo& infoOut,
|
||||
double& dOut, const CStateManager& mgr) {
|
||||
bool ret = false;
|
||||
|
@ -729,7 +729,7 @@ bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& pri
|
|||
|
||||
bool CGameCollision::DetectCollision(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
||||
const zeus::CTransform& xf, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList, TUniqueId& idOut,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, TUniqueId& idOut,
|
||||
CCollisionInfoList& infoOut) {
|
||||
bool ret = false;
|
||||
CMaterialList exclude = filter.ExcludeList();
|
||||
|
@ -894,7 +894,7 @@ void CGameCollision::CollideWithStaticBodyNoRot(CPhysicsActor& a0, const CMateri
|
|||
|
||||
void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
|
||||
const CCollisionPrimitive& prim,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList, float f1,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float f1,
|
||||
u32 failsafeTicks) {
|
||||
actor.MoveCollisionPrimitive(zeus::skZero3f);
|
||||
if (f1 > 0.5f) {
|
||||
|
@ -943,7 +943,7 @@ void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionC
|
|||
std::optional<zeus::CVector3f>
|
||||
CGameCollision::FindNonIntersectingVector(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
|
||||
const CCollisionPrimitive& prim,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList) {
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) {
|
||||
zeus::CTransform xf = actor.GetPrimitiveTransform();
|
||||
zeus::CVector3f origOrigin = xf.origin;
|
||||
zeus::CVector3f center = prim.CalculateAABox(xf).center();
|
||||
|
|
|
@ -25,9 +25,9 @@ class ICollisionFilter;
|
|||
|
||||
class CGameCollision {
|
||||
static void MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* colliderList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* colliderList);
|
||||
static void MoveAndCollide(CStateManager& mgr, CPhysicsActor& actor, float dt, const ICollisionFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* colliderList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* colliderList);
|
||||
static zeus::CVector3f GetActorRelativeVelocities(const CPhysicsActor& act0, const CPhysicsActor* act1);
|
||||
|
||||
public:
|
||||
|
@ -39,7 +39,7 @@ public:
|
|||
static bool NullCollisionCollider(const CInternalCollisionStructure&, CCollisionInfoList&) { return false; }
|
||||
static void InitCollision();
|
||||
static void Move(CStateManager& mgr, CPhysicsActor& actor, float dt,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>* colliderList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>* colliderList);
|
||||
|
||||
static bool CanBlock(const CMaterialList&, const zeus::CUnitVector3f&);
|
||||
static bool IsFloor(const CMaterialList&, const zeus::CUnitVector3f&);
|
||||
|
@ -50,42 +50,42 @@ public:
|
|||
const zeus::CVector3f& dir, float length, const CMaterialFilter& filter);
|
||||
static CRayCastResult RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList);
|
||||
static bool RayDynamicIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CActor* damagee,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, const CActor* damagee,
|
||||
float length);
|
||||
static CRayCastResult RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList);
|
||||
static bool RayStaticIntersectionArea(const CGameArea& area, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
||||
float mag, const CMaterialFilter& filter);
|
||||
static void BuildAreaCollisionCache(const CStateManager& mgr, CAreaCollisionCache& cache);
|
||||
static float GetMinExtentForCollisionPrimitive(const CCollisionPrimitive& prim);
|
||||
static bool DetectCollisionBoolean(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
||||
const zeus::CTransform& xf, const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList);
|
||||
static bool DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
||||
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList);
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList);
|
||||
static bool DetectStaticCollisionBoolean(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
||||
const zeus::CTransform& xf, const CMaterialFilter& filter);
|
||||
static bool DetectStaticCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
||||
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter);
|
||||
static bool DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
const CStateManager& mgr);
|
||||
static bool DetectCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
||||
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList, TUniqueId& idOut,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, TUniqueId& idOut,
|
||||
CCollisionInfoList& infoList);
|
||||
static bool DetectCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache,
|
||||
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
const zeus::CVector3f& vec, TUniqueId& idOut, CCollisionInfo& infoOut,
|
||||
double&);
|
||||
static bool DetectStaticCollision(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
||||
|
@ -99,14 +99,14 @@ public:
|
|||
const CMaterialFilter& filter, const zeus::CVector3f& vec,
|
||||
CCollisionInfo& infoOut, double& d);
|
||||
static bool DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList, TUniqueId& idOut,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, TUniqueId& idOut,
|
||||
CCollisionInfoList& list, const CStateManager& mgr);
|
||||
static bool DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
const zeus::CVector3f& vec, TUniqueId& idOut, CCollisionInfo& infoOut,
|
||||
double& d, const CStateManager& mgr);
|
||||
static bool DetectCollision(const CStateManager& mgr, const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
||||
const CMaterialFilter& filter, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CMaterialFilter& filter, const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
TUniqueId& idOut, CCollisionInfoList& infoOut);
|
||||
static void MakeCollisionCallbacks(CStateManager& mgr, CPhysicsActor& actor, TUniqueId id,
|
||||
const CCollisionInfoList& list);
|
||||
|
@ -117,11 +117,11 @@ public:
|
|||
static void CollideWithStaticBodyNoRot(CPhysicsActor& a0, const CMaterialList& m0, const CMaterialList& m1,
|
||||
const zeus::CUnitVector3f& normal, float restitution, bool);
|
||||
static void CollisionFailsafe(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
|
||||
const CCollisionPrimitive& prim, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CCollisionPrimitive& prim, const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
|
||||
float, u32 failsafeTicks);
|
||||
static std::optional<zeus::CVector3f>
|
||||
FindNonIntersectingVector(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
|
||||
const CCollisionPrimitive& prim, const rstl::reserved_vector<TUniqueId, 1024>& nearList);
|
||||
const CCollisionPrimitive& prim, const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList);
|
||||
static void AvoidStaticCollisionWithinRadius(const CStateManager& mgr, CPhysicsActor& actor, u32 iterations, float dt,
|
||||
float height, float size, float mass, float radius);
|
||||
};
|
||||
|
|
|
@ -58,7 +58,7 @@ void CSimpleShadow::Calculate(const zeus::CAABox& aabb, const zeus::CTransform&
|
|||
|
||||
if (height > 0.1f + halfHeight) {
|
||||
TUniqueId cid = kInvalidUniqueId;
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
CRayCastResult resD = CGameCollision::RayDynamicIntersection(
|
||||
mgr, cid, pos, zeus::skDown, x40_maxObjHeight, CMaterialFilter::skPassEverything, nearList);
|
||||
if (resD.IsValid() && resD.GetT() < height) {
|
||||
|
|
|
@ -128,7 +128,7 @@ void CHudRadarInterface::Draw(const CStateManager& mgr, float alpha) {
|
|||
player.GetTranslation().z() - drawParms.x7c_zRadius, player.GetTranslation().x() + drawParms.x78_xyRadius,
|
||||
player.GetTranslation().y() + drawParms.x78_xyRadius, player.GetTranslation().z() + drawParms.x7c_zRadius);
|
||||
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, radarBounds,
|
||||
CMaterialFilter(CMaterialList(EMaterialTypes::Target, EMaterialTypes::RadarObject),
|
||||
CMaterialList(EMaterialTypes::ExcludeFromRadar),
|
||||
|
|
|
@ -18,7 +18,7 @@ void ClearIniSettings();
|
|||
|
||||
namespace metaforce {
|
||||
|
||||
std::array<ImGuiEntityEntry, 1024> ImGuiConsole::entities;
|
||||
std::array<ImGuiEntityEntry, kMaxEntities> ImGuiConsole::entities;
|
||||
std::set<TUniqueId> ImGuiConsole::inspectingEntities;
|
||||
ImGuiPlayerLoadouts ImGuiConsole::loadouts;
|
||||
|
||||
|
@ -246,7 +246,7 @@ void ImGuiConsole::ShowInspectWindow(bool* isOpen) {
|
|||
|
||||
if (ImGui::Begin("Inspect", isOpen)) {
|
||||
CObjectList& list = g_StateManager->GetAllObjectList();
|
||||
ImGui::Text("Objects: %d / 1024", list.size());
|
||||
ImGui::Text("Objects: %d / %d", list.size(), kMaxEntities);
|
||||
ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Deselect all")) {
|
||||
for (auto* const ent : list) {
|
||||
|
@ -710,17 +710,7 @@ void ImGuiConsole::ShowDebugOverlay() {
|
|||
ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing |
|
||||
ImGuiWindowFlags_NoNav;
|
||||
if (m_debugOverlayCorner != -1) {
|
||||
const ImGuiViewport* viewport = ImGui::GetMainViewport();
|
||||
ImVec2 workPos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
|
||||
ImVec2 workSize = viewport->WorkSize;
|
||||
ImVec2 windowPos;
|
||||
ImVec2 windowPosPivot;
|
||||
constexpr float padding = 10.0f;
|
||||
windowPos.x = (m_debugOverlayCorner & 1) != 0 ? (workPos.x + workSize.x - padding) : (workPos.x + padding);
|
||||
windowPos.y = (m_debugOverlayCorner & 2) != 0 ? (workPos.y + workSize.y - padding) : (workPos.y + padding);
|
||||
windowPosPivot.x = (m_debugOverlayCorner & 1) != 0 ? 1.0f : 0.0f;
|
||||
windowPosPivot.y = (m_debugOverlayCorner & 2) != 0 ? 1.0f : 0.0f;
|
||||
ImGui::SetNextWindowPos(windowPos, ImGuiCond_Always, windowPosPivot);
|
||||
SetOverlayWindowLocation(m_debugOverlayCorner);
|
||||
windowFlags |= ImGuiWindowFlags_NoMove;
|
||||
}
|
||||
ImGui::SetNextWindowBgAlpha(0.65f);
|
||||
|
|
|
@ -34,7 +34,7 @@ struct ImGuiEntityEntry {
|
|||
class ImGuiConsole {
|
||||
public:
|
||||
static std::set<TUniqueId> inspectingEntities;
|
||||
static std::array<ImGuiEntityEntry, 1024> entities;
|
||||
static std::array<ImGuiEntityEntry, kMaxEntities> entities;
|
||||
static ImGuiPlayerLoadouts loadouts;
|
||||
|
||||
ImGuiConsole(hecl::CVarManager& cvarMgr, hecl::CVarCommons& cvarCommons)
|
||||
|
|
|
@ -442,7 +442,7 @@ IMGUI_ENTITY_INSPECT(CScriptDistanceFog, CEntity, ScriptDistanceFog, {})
|
|||
IMGUI_ENTITY_INSPECT(CScriptDockAreaChange, CEntity, ScriptDockAreaChange, {})
|
||||
IMGUI_ENTITY_INSPECT(CScriptGenerator, CEntity, ScriptGenerator, {
|
||||
int count = x34_spawnCount;
|
||||
if (ImGui::SliderInt("Spawn Count", &count, 0, 1024)) {
|
||||
if (ImGui::SliderInt("Spawn Count", &count, 0, kMaxEntities)) {
|
||||
x34_spawnCount = count;
|
||||
}
|
||||
BITFIELD_CHECKBOX("Don't Reuse Followers", x38_24_noReuseFollowers);
|
||||
|
|
|
@ -533,7 +533,7 @@ void CSamusHud::UpdateThreatAssessment(float dt, const CStateManager& mgr) {
|
|||
zeus::CAABox aabb;
|
||||
aabb.accumulateBounds(player.GetTranslation() - g_tweakGui->GetThreatRange());
|
||||
aabb.accumulateBounds(player.GetTranslation() + g_tweakGui->GetThreatRange());
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, aabb, filter, nullptr);
|
||||
|
||||
float threatDist = 9999.f;
|
||||
|
|
|
@ -443,7 +443,7 @@ void CBeetle::Generate(CStateManager& mgr, EStateMsg msg, float dt) {
|
|||
if (x450_bodyController->GetCurrentStateId() != pas::EAnimationState::Generate) {
|
||||
x568_stateProg = 4;
|
||||
} else if (x68_material.HasMaterial(EMaterialTypes::Solid) && x5a8_animTimeRem > 0.f) {
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, zeus::CAABox(GetTranslation() - 5.f, GetTranslation() + 5.f),
|
||||
CMaterialFilter::MakeInclude({EMaterialTypes::Solid}), this);
|
||||
if (!nearList.empty()) {
|
||||
|
@ -889,7 +889,7 @@ bool CBeetle::ShouldDoubleSnap(CStateManager& mgr, float arg) {
|
|||
targetPos = role->GetTeamPosition();
|
||||
zeus::CVector3f delta = targetPos - GetTranslation();
|
||||
if (delta.magSquared() > dist * dist && GetTransform().basis[1].dot(delta.normalized()) > 0.98f) {
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, GetTranslation(), GetTransform().basis[1], x5a0_headbuttDist,
|
||||
CMaterialFilter::MakeInclude({EMaterialTypes::Character}), this);
|
||||
TUniqueId bestId = kInvalidUniqueId;
|
||||
|
@ -915,7 +915,7 @@ bool CBeetle::ShouldJumpBack(CStateManager& mgr, float arg) {
|
|||
zeus::CVector3f backDir = -GetTransform().basis[1];
|
||||
const auto& aabb = GetBaseBoundingBox();
|
||||
zeus::CVector3f pos = GetTranslation() + zeus::CVector3f(0.f, 0.f, (aabb.max.z() - aabb.min.z()) * 0.5f);
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, pos, backDir, x5a4_jumpBackwardDist,
|
||||
CMaterialFilter::MakeInclude({EMaterialTypes::Character}), this);
|
||||
TUniqueId bestId = kInvalidUniqueId;
|
||||
|
|
|
@ -177,7 +177,7 @@ void CBouncyGrenade::Explode(CStateManager& mgr, TUniqueId uid) {
|
|||
if (radius > 1.f) {
|
||||
const zeus::CVector3f& pos = GetTranslation();
|
||||
const CMaterialFilter filter = CMaterialFilter::MakeInclude({EMaterialTypes::Player, EMaterialTypes::Character});
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, {pos - radius, pos + radius}, filter, nullptr);
|
||||
|
||||
for (const auto& id : nearList) {
|
||||
|
|
|
@ -191,7 +191,7 @@ void CDrone::Think(float dt, CStateManager& mgr) {
|
|||
if (IsAlive() && x835_25_) {
|
||||
zeus::CAABox box = GetBoundingBox();
|
||||
box.accumulateBounds(GetTranslation() + 20.f * zeus::skDown);
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
mgr.BuildNearList(nearList, GetBoundingBox(), CMaterialFilter::MakeInclude({EMaterialTypes::Trigger}), this);
|
||||
for (TUniqueId id : nearList) {
|
||||
if (const TCastToConstPtr<CScriptWater> water = mgr.GetObjectById(id)) {
|
||||
|
@ -468,7 +468,7 @@ void CDrone::Patrol(CStateManager& mgr, EStateMsg msg, float dt) {
|
|||
SetLightEnabled(mgr, true);
|
||||
x834_25_ = true;
|
||||
} else if (msg == EStateMsg::Update) {
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
BuildNearList(EMaterialTypes::Character, EMaterialTypes::Player, nearList, 5.f, mgr);
|
||||
if (!nearList.empty()) {
|
||||
zeus::CVector3f sep = x45c_steeringBehaviors.Separation(
|
||||
|
@ -878,7 +878,7 @@ bool CDrone::ShouldFire(CStateManager& mgr, float arg) {
|
|||
}
|
||||
|
||||
bool CDrone::HearShot(CStateManager& mgr, float arg) {
|
||||
rstl::reserved_vector<TUniqueId, 1024> nearList;
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
|
||||
BuildNearList(EMaterialTypes::Projectile, EMaterialTypes::Player, nearList, 10.f, mgr);
|
||||
return std::any_of(nearList.begin(), nearList.end(), [&mgr](TUniqueId uid) {
|
||||
if (TCastToConstPtr<CWeapon> wp = mgr.GetObjectById(uid))
|
||||
|
@ -914,7 +914,7 @@ void CDrone::Burn(float duration, float damage) {
|
|||
CPathFindSearch* CDrone::GetSearchPath() { return &x6b0_pathFind; }
|
||||
|
||||
void CDrone::BuildNearList(EMaterialTypes includeMat, EMaterialTypes excludeMat,
|
||||
rstl::reserved_vector<TUniqueId, 1024>& listOut, float radius, CStateManager& mgr) {
|
||||
rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, float radius, CStateManager& mgr) {
|
||||
const zeus::CVector3f pos = GetTranslation();
|
||||
mgr.BuildNearList(listOut, zeus::CAABox(pos - radius, pos + radius),
|
||||
CMaterialFilter::MakeIncludeExclude({includeMat}, {excludeMat}), nullptr);
|
||||
|