mirror of https://github.com/AxioDL/metaforce.git
Move some collision functions to CGameCollision.cpp
This commit is contained in:
parent
28b1b38a67
commit
664cbec769
|
@ -1498,7 +1498,7 @@ bool CStateManager::TestRayDamage(const zeus::CVector3f& pos, const CActor& dama
|
|||
if (count == 0 || count == 1)
|
||||
return true;
|
||||
|
||||
return RayCollideDynamic(pos, dir, filter, nearList, &damagee, depth * origMag);
|
||||
return CGameCollision::RayDynamicIntersectionBool(*this, pos, dir, filter, nearList, &damagee, depth * origMag);
|
||||
}
|
||||
|
||||
bool CStateManager::RayCollideWorld(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
|
||||
|
@ -1519,9 +1519,9 @@ bool CStateManager::RayCollideWorldInternal(const zeus::CVector3f& pos, const ze
|
|||
|
||||
float mag = vecToDamagee.magnitude();
|
||||
zeus::CVector3f dir = vecToDamagee * (1.f / mag);
|
||||
if (!RayCollideStatic(pos, dir, mag, filter))
|
||||
if (!CGameCollision::RayStaticIntersectionBool(*this, pos, dir, mag, filter))
|
||||
return false;
|
||||
return RayCollideDynamic(pos, dir, filter, nearList, damagee, mag);
|
||||
return CGameCollision::RayDynamicIntersectionBool(*this, pos, dir, filter, nearList, damagee, mag);
|
||||
}
|
||||
|
||||
bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter)
|
||||
|
@ -1543,56 +1543,14 @@ bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterial
|
|||
{
|
||||
zeus::CVector3f& useCrossed = (i & 2) ? negCrossed2 : crossed2;
|
||||
zeus::CVector3f& useRms = (i & 1) ? rms : negRms;
|
||||
if (RayCollideStatic(ray.start + useCrossed + useRms, ray.dir, ray.length, filter))
|
||||
if (CGameCollision::RayStaticIntersectionBool(*this, ray.start + useCrossed + useRms,
|
||||
ray.dir, ray.length, filter))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CStateManager::RayCollideStatic(const zeus::CVector3f& start, const zeus::CVector3f& dir, float length,
|
||||
const CMaterialFilter& filter)
|
||||
{
|
||||
if (length <= 0.f)
|
||||
length = 100000.f;
|
||||
zeus::CLine line(start, dir);
|
||||
for (const CGameArea& area : *x850_world)
|
||||
{
|
||||
const CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision;
|
||||
CAreaOctTree::Node root = collision.GetRootNode();
|
||||
if (!root.LineTest(line, filter, length))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CStateManager::RayCollideDynamic(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
||||
const CMaterialFilter& filter,
|
||||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CActor* damagee, float length)
|
||||
{
|
||||
if (length <= 0.f)
|
||||
length = 100000.f;
|
||||
|
||||
for (TUniqueId id : nearList)
|
||||
{
|
||||
CEntity* ent = ObjectById(id);
|
||||
if (TCastToPtr<CPhysicsActor> physActor = ent)
|
||||
{
|
||||
if (damagee && physActor->GetUniqueId() == damagee->GetUniqueId())
|
||||
continue;
|
||||
zeus::CTransform xf = physActor->GetPrimitiveTransform();
|
||||
const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
|
||||
CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf);
|
||||
if (!res.IsInvalid())
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CStateManager::TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee)
|
||||
{
|
||||
if (TCastToPtr<CWeapon> wpn = const_cast<CActor&>(damager))
|
||||
|
|
|
@ -336,11 +336,6 @@ public:
|
|||
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CActor* damagee);
|
||||
bool MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter);
|
||||
bool RayCollideStatic(const zeus::CVector3f& start, const zeus::CVector3f& dir, float length,
|
||||
const CMaterialFilter& filter);
|
||||
bool RayCollideDynamic(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
||||
const CMaterialFilter& filter, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
|
||||
const CActor* damagee, float length);
|
||||
void TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee);
|
||||
bool ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
|
||||
const CWeaponMode&);
|
||||
|
|
|
@ -390,7 +390,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
|
|||
{
|
||||
/* Note brightest light contact */
|
||||
delta = delta * 1.f / deltaMag;
|
||||
actorToLightContact = CGameCollision::TestLightRayIntersection(area, vec, delta, deltaMag, filter);
|
||||
actorToLightContact = CGameCollision::RayStaticIntersectionArea(area, vec, delta, deltaMag, filter);
|
||||
if (i == 0)
|
||||
{
|
||||
x299_24_inBrightLight = actorToLightContact;
|
||||
|
|
|
@ -113,6 +113,24 @@ CGameCollision::RayStaticIntersection(const CStateManager& mgr, const zeus::CVec
|
|||
return ret;
|
||||
}
|
||||
|
||||
bool CGameCollision::RayStaticIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& start,
|
||||
const zeus::CVector3f& dir, float length,
|
||||
const CMaterialFilter& filter)
|
||||
{
|
||||
if (length <= 0.f)
|
||||
length = 100000.f;
|
||||
zeus::CLine line(start, dir);
|
||||
for (const CGameArea& area : *mgr.GetWorld())
|
||||
{
|
||||
const CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision;
|
||||
CAreaOctTree::Node root = collision.GetRootNode();
|
||||
if (!root.LineTest(line, filter, length))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
CRayCastResult
|
||||
CGameCollision::RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float length, const CMaterialFilter& filter,
|
||||
|
@ -143,6 +161,33 @@ CGameCollision::RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOu
|
|||
return ret;
|
||||
}
|
||||
|
||||
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 CActor* damagee, float length)
|
||||
{
|
||||
if (length <= 0.f)
|
||||
length = 100000.f;
|
||||
|
||||
for (TUniqueId id : nearList)
|
||||
{
|
||||
const CEntity* ent = mgr.GetObjectById(id);
|
||||
if (TCastToConstPtr<CPhysicsActor> physActor = ent)
|
||||
{
|
||||
if (damagee && physActor->GetUniqueId() == damagee->GetUniqueId())
|
||||
continue;
|
||||
zeus::CTransform xf = physActor->GetPrimitiveTransform();
|
||||
const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
|
||||
CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf);
|
||||
if (!res.IsInvalid())
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
CRayCastResult
|
||||
CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter,
|
||||
|
@ -159,8 +204,8 @@ CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut,
|
|||
return staticRes;
|
||||
}
|
||||
|
||||
bool CGameCollision::TestLightRayIntersection(const CGameArea& area, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter)
|
||||
bool CGameCollision::RayStaticIntersectionArea(const CGameArea& area, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter)
|
||||
{
|
||||
if (mag <= 0.f)
|
||||
mag = 100000.f;
|
||||
|
|
|
@ -39,14 +39,22 @@ public:
|
|||
void SendMaterialMessage(CStateManager&, const CMaterialList&, CActor&);
|
||||
static CRayCastResult RayStaticIntersection(const CStateManager& mgr, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter);
|
||||
static bool RayStaticIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& start,
|
||||
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);
|
||||
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, 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);
|
||||
static bool TestLightRayIntersection(const CGameArea& area, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter);
|
||||
static bool RayStaticIntersectionArea(const CGameArea& area, const zeus::CVector3f& pos,
|
||||
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue