#ifndef __URDE_CGAMECOLLISION_HPP__ #define __URDE_CGAMECOLLISION_HPP__ #include "zeus/CVector3f.hpp" #include "zeus/CPlane.hpp" #include "rstl.hpp" #include "RetroTypes.hpp" #include "CRayCastResult.hpp" #include "CMetroidAreaCollider.hpp" #include "CCollisionPrimitive.hpp" namespace urde { class CActor; class CCollisionInfo; class CCollisionInfoList; class CMaterialList; class CStateManager; class CPhysicsActor; class CMaterialFilter; class CGameArea; class ICollisionFilter; class CGameCollision { static void MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector* colliderList); static void MoveAndCollide(CStateManager& mgr, CPhysicsActor& actor, float dt, const ICollisionFilter& filter, const rstl::reserved_vector* colliderList); static zeus::CVector3f GetActorRelativeVelocities(const CPhysicsActor& act0, const CPhysicsActor* act1); public: static float GetCoefficientOfRestitution(const CCollisionInfo&) { return 0.f; } static bool NullMovingCollider(const CInternalCollisionStructure&, const zeus::CVector3f&, double&, CCollisionInfo&) { return false; } static bool NullBooleanCollider(const CInternalCollisionStructure&) { return false; } static bool NullCollisionCollider(const CInternalCollisionStructure&, CCollisionInfoList&) { return false; } static void InitCollision(); static void Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector* colliderList); static bool CanBlock(const CMaterialList&, const zeus::CVector3f&); static bool IsFloor(const CMaterialList&, const zeus::CVector3f&); static void SendMaterialMessage(CStateManager&, const CMaterialList&, CActor&); static CRayCastResult RayStaticIntersection(const CStateManager& mgr, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter); static bool RayStaticIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& start, const zeus::CVector3f& dir, float length, const CMaterialFilter& filter); static CRayCastResult RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const rstl::reserved_vector& nearList); static bool RayDynamicIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& pos, const zeus::CVector3f& dir, const CMaterialFilter& filter, const rstl::reserved_vector& nearList, const CActor* damagee, float length); static CRayCastResult RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const rstl::reserved_vector& nearList); static bool RayStaticIntersectionArea(const CGameArea& area, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter); static void BuildAreaCollisionCache(CStateManager& mgr, CAreaCollisionCache& cache); static float GetMinExtentForCollisionPrimitive(const CCollisionPrimitive& prim); static bool DetectCollisionBoolean_Cached(CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const rstl::reserved_vector& nearList); static bool DetectStaticCollisionBoolean(CStateManager& mgr, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter); static bool DetectStaticCollisionBoolean_Cached(CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter); static bool DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf, const rstl::reserved_vector& nearList, CStateManager& mgr); static bool DetectCollision_Cached(CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const rstl::reserved_vector& nearList, TUniqueId& idOut, CCollisionInfoList& infoList); static bool DetectCollision_Cached_Moving(CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const rstl::reserved_vector& nearList, const zeus::CVector3f& vec, TUniqueId& idOut, CCollisionInfo& infoOut, double&); static bool DetectStaticCollision(CStateManager& mgr, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, CCollisionInfoList& list); static bool DetectStaticCollision_Cached(CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, CCollisionInfoList& list); static bool DetectStaticCollision_Cached_Moving(CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const zeus::CVector3f& vec, CCollisionInfo& infoOut, double& d); static bool DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf, const rstl::reserved_vector& nearList, TUniqueId& idOut, CCollisionInfoList& list, CStateManager& mgr); static bool DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf, const rstl::reserved_vector& nearList, const zeus::CVector3f& vec, TUniqueId& idOut, CCollisionInfo& infoOut, double& d, CStateManager& mgr); static void MakeCollisionCallbacks(CStateManager& mgr, CPhysicsActor& actor, TUniqueId id, const CCollisionInfoList& list); static void SendScriptMessages(CStateManager& mgr, CActor& a0, CActor* a1, const CCollisionInfoList& list); static void ResolveCollisions(CPhysicsActor& a0, CPhysicsActor* a1, const CCollisionInfoList& list); static void CollideWithDynamicBodyNoRot(CPhysicsActor& a0, CPhysicsActor& a1, const CCollisionInfo& info, float restitution, bool); static void CollideWithStaticBodyNoRot(CPhysicsActor& a0, const CMaterialList& m0, const CMaterialList& m1, const zeus::CUnitVector3f& normal, float restitution, bool); static void CollisionFailsafe(CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor, const CCollisionPrimitive& prim, const rstl::reserved_vector& nearList, float, u32 failsafeTicks); static std::experimental::optional FindNonIntersectingVector(CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor, const CCollisionPrimitive& prim, const rstl::reserved_vector& nearList); }; } #endif // __URDE_CGAMECOLLISION_HPP__