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Finish CMetroidAreaCollider
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@@ -13,7 +13,7 @@ namespace CollisionUtil
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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&, zeus::CVector3f&, float&);
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u32 RayAABoxIntersection_Double(const zeus::CMRay&, const zeus::CAABox&, zeus::CVector3f&, double&);
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u32 RaySphereIntersection_Double(const zeus::CSphere&, const zeus::CVector3f&, const zeus::CVector3f&, double&);
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bool RaySphereIntersection_Double(const zeus::CSphere&, const zeus::CVector3f&, const zeus::CVector3f&, double&);
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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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@@ -27,6 +27,15 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1
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bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxhalfsize,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2);
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double TriPointSqrDist(const zeus::CVector3f& point,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2, float* baryX, float* baryY);
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bool TriSphereOverlap(const zeus::CSphere& sphere,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2);
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bool TriSphereIntersection(const zeus::CSphere& sphere,
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const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2, zeus::CVector3f& point, zeus::CVector3f& normal);
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}
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}
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#endif // __URDE_COLLISIONUTIL_HPP__
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