2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 12:27:43 +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

@@ -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;