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CCollisionSurface: Return std::array by reference from GetVerts()
Same behavior, facilitates better static analysis for out-of-bounds accesses, and also even allows size querying if necessary.
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@@ -20,9 +20,9 @@ bool RaySphereIntersection_Double(const zeus::CSphere&, const 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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bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir,
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const zeus::CVector3f* verts, double& d);
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bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CVector3f* verts,
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float& d);
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const std::array<zeus::CVector3f, 3>& verts, double& d);
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bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir,
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const std::array<zeus::CVector3f, 3>& verts, float& d);
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void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out);
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void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList& in, CCollisionInfoList& out);
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bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0, const zeus::CAABox& aabb1,
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