CGameCollision: Eliminate the use of const_cast

This commit is contained in:
Lioncash 2020-04-05 00:30:58 -04:00
parent 4c6ab60110
commit 8a732194a6
1 changed files with 53 additions and 39 deletions

View File

@ -180,10 +180,12 @@ zeus::CVector3f CGameCollision::GetActorRelativeVelocities(const CPhysicsActor&
zeus::CVector3f ret = act0.GetVelocity(); zeus::CVector3f ret = act0.GetVelocity();
if (act1) { if (act1) {
bool rider = false; bool rider = false;
if (TCastToConstPtr<CScriptPlatform> plat = act1) if (const TCastToConstPtr<CScriptPlatform> plat = act1) {
rider = plat->IsRider(act0.GetUniqueId()); rider = plat->IsRider(act0.GetUniqueId());
if (!rider) }
if (!rider) {
ret -= act1->GetVelocity(); ret -= act1->GetVelocity();
}
} }
return ret; return ret;
} }
@ -288,15 +290,16 @@ CRayCastResult CGameCollision::RayDynamicIntersection(const CStateManager& mgr,
const rstl::reserved_vector<TUniqueId, 1024>& nearList) { const rstl::reserved_vector<TUniqueId, 1024>& nearList) {
CRayCastResult ret; CRayCastResult ret;
float bestT = length; float bestT = length;
if (bestT <= 0.f) if (bestT <= 0.f) {
bestT = 100000.f; bestT = 100000.f;
}
for (TUniqueId id : nearList) { for (TUniqueId id : nearList) {
CEntity* ent = const_cast<CEntity*>(mgr.GetObjectById(id)); const CEntity* ent = mgr.GetObjectById(id);
if (TCastToPtr<CPhysicsActor> physActor = ent) { if (const TCastToConstPtr<CPhysicsActor> physActor = ent) {
zeus::CTransform xf = physActor->GetPrimitiveTransform(); const zeus::CTransform xf = physActor->GetPrimitiveTransform();
const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive(); const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
CRayCastResult res = prim->CastRay(pos, dir, bestT, filter, xf); const CRayCastResult res = prim->CastRay(pos, dir, bestT, filter, xf);
if (!res.IsInvalid() && res.GetT() < bestT) { if (!res.IsInvalid() && res.GetT() < bestT) {
bestT = res.GetT(); bestT = res.GetT();
ret = res; ret = res;
@ -312,19 +315,22 @@ bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const
const zeus::CVector3f& dir, const CMaterialFilter& filter, const zeus::CVector3f& dir, const CMaterialFilter& filter,
const rstl::reserved_vector<TUniqueId, 1024>& nearList, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
const CActor* damagee, float length) { const CActor* damagee, float length) {
if (length <= 0.f) if (length <= 0.f) {
length = 100000.f; length = 100000.f;
}
for (TUniqueId id : nearList) { for (TUniqueId id : nearList) {
const CEntity* ent = mgr.GetObjectById(id); const CEntity* ent = mgr.GetObjectById(id);
if (TCastToConstPtr<CPhysicsActor> physActor = ent) { if (const TCastToConstPtr<CPhysicsActor> physActor = ent) {
if (damagee && physActor->GetUniqueId() == damagee->GetUniqueId()) if (damagee && physActor->GetUniqueId() == damagee->GetUniqueId()) {
continue; continue;
zeus::CTransform xf = physActor->GetPrimitiveTransform(); }
const zeus::CTransform xf = physActor->GetPrimitiveTransform();
const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive(); const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf); const CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf);
if (!res.IsInvalid()) if (!res.IsInvalid()) {
return false; return false;
}
} }
} }
@ -469,13 +475,14 @@ bool CGameCollision::DetectStaticCollisionBoolean_Cached(const CStateManager& mg
bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf, bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const rstl::reserved_vector<TUniqueId, 1024>& nearList, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
const CStateManager& mgr) { const CStateManager& mgr) {
for (TUniqueId id : nearList) { for (const TUniqueId id : nearList) {
if (TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) { if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf); const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
CInternalCollisionStructure::CPrimDesc p1(*actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, const CInternalCollisionStructure::CPrimDesc p1(
actor->GetPrimitiveTransform()); *actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform());
if (CCollisionPrimitive::CollideBoolean(p0, p1)) if (CCollisionPrimitive::CollideBoolean(p0, p1)) {
return true; return true;
}
} }
} }
@ -638,11 +645,11 @@ bool CGameCollision::DetectStaticCollision_Cached_Moving(const CStateManager& mg
bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf, bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const rstl::reserved_vector<TUniqueId, 1024>& nearList, TUniqueId& idOut, const rstl::reserved_vector<TUniqueId, 1024>& nearList, TUniqueId& idOut,
CCollisionInfoList& list, const CStateManager& mgr) { CCollisionInfoList& list, const CStateManager& mgr) {
for (TUniqueId id : nearList) { for (const TUniqueId id : nearList) {
if (TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) { if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf); const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
CInternalCollisionStructure::CPrimDesc p1(*actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, const CInternalCollisionStructure::CPrimDesc p1(
actor->GetPrimitiveTransform()); *actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform());
if (CCollisionPrimitive::Collide(p0, p1, list)) { if (CCollisionPrimitive::Collide(p0, p1, list)) {
idOut = actor->GetUniqueId(); idOut = actor->GetUniqueId();
return true; return true;
@ -658,13 +665,13 @@ bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& pri
const zeus::CVector3f& dir, TUniqueId& idOut, CCollisionInfo& infoOut, const zeus::CVector3f& dir, TUniqueId& idOut, CCollisionInfo& infoOut,
double& dOut, const CStateManager& mgr) { double& dOut, const CStateManager& mgr) {
bool ret = false; bool ret = false;
for (TUniqueId id : nearList) { for (const TUniqueId id : nearList) {
double d = dOut; double d = dOut;
CCollisionInfo info; CCollisionInfo info;
if (TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) { if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf); const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
CInternalCollisionStructure::CPrimDesc p1(*actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, const CInternalCollisionStructure::CPrimDesc p1(
actor->GetPrimitiveTransform()); *actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform());
if (CCollisionPrimitive::CollideMoving(p0, p1, dir, d, info) && d < dOut) { if (CCollisionPrimitive::CollideMoving(p0, p1, dir, d, info) && d < dOut) {
ret = true; ret = true;
infoOut = info; infoOut = info;
@ -680,13 +687,17 @@ bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& pri
void CGameCollision::MakeCollisionCallbacks(CStateManager& mgr, CPhysicsActor& actor, TUniqueId id, void CGameCollision::MakeCollisionCallbacks(CStateManager& mgr, CPhysicsActor& actor, TUniqueId id,
const CCollisionInfoList& list) { const CCollisionInfoList& list) {
actor.CollidedWith(id, list, mgr); actor.CollidedWith(id, list, mgr);
if (id != kInvalidUniqueId) {
if (TCastToPtr<CPhysicsActor> actor = mgr.ObjectById(id)) { if (id == kInvalidUniqueId) {
CCollisionInfoList swappedList = list; return;
for (CCollisionInfo& info : swappedList) }
info.Swap();
actor->CollidedWith(actor->GetUniqueId(), list, mgr); if (const TCastToPtr<CPhysicsActor> physicalActor = mgr.ObjectById(id)) {
CCollisionInfoList swappedList = list;
for (CCollisionInfo& info : swappedList) {
info.Swap();
} }
physicalActor->CollidedWith(physicalActor->GetUniqueId(), list, mgr);
} }
} }
@ -694,11 +705,13 @@ void CGameCollision::SendScriptMessages(CStateManager& mgr, CActor& a0, CActor*
bool onFloor = false; bool onFloor = false;
bool platform = false; bool platform = false;
bool platform2 = false; bool platform2 = false;
for (const CCollisionInfo& info : list) { for (const CCollisionInfo& info : list) {
if (IsFloor(info.GetMaterialLeft(), info.GetNormalLeft())) { if (IsFloor(info.GetMaterialLeft(), info.GetNormalLeft())) {
onFloor = true; onFloor = true;
if (info.GetMaterialLeft().HasMaterial(EMaterialTypes::Platform)) if (info.GetMaterialLeft().HasMaterial(EMaterialTypes::Platform)) {
platform = true; platform = true;
}
SendMaterialMessage(mgr, info.GetMaterialLeft(), a0); SendMaterialMessage(mgr, info.GetMaterialLeft(), a0);
} }
} }
@ -706,15 +719,16 @@ void CGameCollision::SendScriptMessages(CStateManager& mgr, CActor& a0, CActor*
if (onFloor) { if (onFloor) {
mgr.SendScriptMsg(&a0, kInvalidUniqueId, EScriptObjectMessage::OnFloor); mgr.SendScriptMsg(&a0, kInvalidUniqueId, EScriptObjectMessage::OnFloor);
if (platform) { if (platform) {
if (TCastToPtr<CScriptPlatform> plat = a1) { if (const TCastToPtr<CScriptPlatform> plat = a1) {
mgr.SendScriptMsg(plat.GetPtr(), a0.GetUniqueId(), EScriptObjectMessage::AddPlatformRider); mgr.SendScriptMsg(plat.GetPtr(), a0.GetUniqueId(), EScriptObjectMessage::AddPlatformRider);
} }
} else if (a1) { } else if (a1) {
if (TCastToPtr<CScriptPlatform> plat = a0) { if (const TCastToPtr<CScriptPlatform> plat = a0) {
for (const CCollisionInfo& info : list) { for (const CCollisionInfo& info : list) {
if (IsFloor(info.GetMaterialRight(), info.GetNormalRight())) { if (IsFloor(info.GetMaterialRight(), info.GetNormalRight())) {
if (info.GetMaterialRight().HasMaterial(EMaterialTypes::Platform)) if (info.GetMaterialRight().HasMaterial(EMaterialTypes::Platform)) {
platform2 = true; platform2 = true;
}
SendMaterialMessage(mgr, info.GetMaterialLeft(), a0); SendMaterialMessage(mgr, info.GetMaterialLeft(), a0);
} }
} }