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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-11 09:07:41 +00:00

Reformat pass

This commit is contained in:
2021-06-07 12:29:18 -07:00
parent d7559823ea
commit a9bcb7a9ce
424 changed files with 4377 additions and 4790 deletions

View File

@@ -58,8 +58,7 @@ void CGameCollision::InitCollision() {
CCollisionPrimitive::InitEndColliders();
}
void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt,
const EntityList* colliderList) {
void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt, const EntityList* colliderList) {
actor.SetAngularEnabled(true);
actor.AddMotionState(actor.PredictAngularMotion(dt));
if (!actor.IsUseStandardCollider()) {
@@ -195,8 +194,7 @@ zeus::CVector3f CGameCollision::GetActorRelativeVelocities(const CPhysicsActor&
return ret;
}
void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt,
const EntityList* colliderList) {
void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const EntityList* colliderList) {
if (!actor.IsMovable())
return;
if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider) || actor.WillMove(mgr)) {
@@ -323,8 +321,7 @@ CRayCastResult CGameCollision::RayDynamicIntersection(const CStateManager& mgr,
bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& pos,
const zeus::CVector3f& dir, const CMaterialFilter& filter,
const EntityList& nearList,
const CActor* damagee, float length) {
const EntityList& nearList, const CActor* damagee, float length) {
if (length <= 0.f) {
length = 100000.f;
}
@@ -349,8 +346,7 @@ bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const
CRayCastResult CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut,
const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag,
const CMaterialFilter& filter,
const EntityList& nearList) {
const CMaterialFilter& filter, const EntityList& nearList) {
CRayCastResult staticRes = RayStaticIntersection(mgr, pos, dir, mag, filter);
CRayCastResult dynamicRes = RayDynamicIntersection(mgr, idOut, pos, dir, mag, filter, nearList);
@@ -418,8 +414,7 @@ bool CGameCollision::DetectCollisionBoolean(const CStateManager& mgr, const CCol
bool CGameCollision::DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const CMaterialFilter& filter,
const EntityList& nearList) {
const CMaterialFilter& filter, const EntityList& nearList) {
if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) &&
DetectStaticCollisionBoolean_Cached(mgr, cache, prim, xf, filter)) {
return true;
@@ -501,8 +496,7 @@ bool CGameCollision::DetectStaticCollisionBoolean_Cached(const CStateManager& mg
}
bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const EntityList& nearList,
const CStateManager& mgr) {
const EntityList& nearList, const CStateManager& mgr) {
for (const auto& id : nearList) {
if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
@@ -519,8 +513,7 @@ bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& pr
bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const CMaterialFilter& filter,
const EntityList& nearList, TUniqueId& idOut,
const CMaterialFilter& filter, const EntityList& nearList, TUniqueId& idOut,
CCollisionInfoList& infoList) {
idOut = kInvalidUniqueId;
bool ret = false;
@@ -541,8 +534,7 @@ bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaColli
bool CGameCollision::DetectCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache,
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const CMaterialFilter& filter,
const EntityList& nearList,
const CMaterialFilter& filter, const EntityList& nearList,
const zeus::CVector3f& dir, TUniqueId& idOut,
CCollisionInfo& infoOut, double& d) {
bool ret = false;
@@ -686,8 +678,8 @@ bool CGameCollision::DetectStaticCollision_Cached_Moving(const CStateManager& mg
}
bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const EntityList& nearList, TUniqueId& idOut,
CCollisionInfoList& list, const CStateManager& mgr) {
const EntityList& nearList, TUniqueId& idOut, CCollisionInfoList& list,
const CStateManager& mgr) {
for (const auto& id : nearList) {
if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
@@ -704,9 +696,9 @@ bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, con
}
bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
const EntityList& nearList,
const zeus::CVector3f& dir, TUniqueId& idOut, CCollisionInfo& infoOut,
double& dOut, const CStateManager& mgr) {
const EntityList& nearList, const zeus::CVector3f& dir,
TUniqueId& idOut, CCollisionInfo& infoOut, double& dOut,
const CStateManager& mgr) {
bool ret = false;
for (const auto& id : nearList) {
double d = dOut;
@@ -729,8 +721,7 @@ bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& pri
bool CGameCollision::DetectCollision(const CStateManager& mgr, const CCollisionPrimitive& prim,
const zeus::CTransform& xf, const CMaterialFilter& filter,
const EntityList& nearList, TUniqueId& idOut,
CCollisionInfoList& infoOut) {
const EntityList& nearList, TUniqueId& idOut, CCollisionInfoList& infoOut) {
bool ret = false;
CMaterialList exclude = filter.ExcludeList();
if (!exclude.HasMaterial(EMaterialTypes::Occluder) && DetectStaticCollision(mgr, prim, xf, filter, infoOut)) {
@@ -893,8 +884,7 @@ void CGameCollision::CollideWithStaticBodyNoRot(CPhysicsActor& a0, const CMateri
}
void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
const CCollisionPrimitive& prim,
const EntityList& nearList, float f1,
const CCollisionPrimitive& prim, const EntityList& nearList, float f1,
u32 failsafeTicks) {
actor.MoveCollisionPrimitive(zeus::skZero3f);
if (f1 > 0.5f) {
@@ -942,8 +932,7 @@ void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionC
std::optional<zeus::CVector3f>
CGameCollision::FindNonIntersectingVector(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
const CCollisionPrimitive& prim,
const EntityList& nearList) {
const CCollisionPrimitive& prim, const EntityList& nearList) {
zeus::CTransform xf = actor.GetPrimitiveTransform();
zeus::CVector3f origOrigin = xf.origin;
zeus::CVector3f center = prim.CalculateAABox(xf).center();