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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 09:07:43 +00:00

Move some collision functions to CGameCollision.cpp

This commit is contained in:
Jack Andersen
2017-04-14 19:49:01 -10:00
parent 28b1b38a67
commit 664cbec769
5 changed files with 63 additions and 57 deletions

View File

@@ -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))