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Work on collision related implementations
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@@ -3,15 +3,23 @@
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#include "GCNTypes.hpp"
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#include "zeus/zeus.hpp"
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#include "CMaterialList.hpp"
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namespace urde
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{
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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&, const zeus::CVector3f&, float&);
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u32 RaySphereIntersection_Double(const zeus::CSphere&, const zeus::CVector3f&, const zeus::CVector3f&, double&);
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bool RaySphereIntersection(const zeus::CSphere&, const zeus::CVector3f&, const zeus::CVector3f&, float, float&, zeus::CVector3f&);
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bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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float mag, float& T, zeus::CVector3f& point);
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void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out);
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bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0,
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const zeus::CAABox& aabb1, const CMaterialList& list1,
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CCollisionInfoList& infoList);
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bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1);
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}
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}
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#endif // __URDE_COLLISIONUTIL_HPP__
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