#pragma once #include "GCNTypes.hpp" #include "zeus/zeus.hpp" #include "CMaterialList.hpp" namespace urde { class CCollisionInfoList; namespace CollisionUtil { bool LineIntersectsOBBox(const zeus::COBBox&, const zeus::CMRay&, float&); u32 RayAABoxIntersection(const zeus::CMRay&, const zeus::CAABox&, float&, float&); u32 RayAABoxIntersection(const zeus::CMRay&, const zeus::CAABox&, zeus::CVector3f&, float&); u32 RayAABoxIntersection_Double(const zeus::CMRay&, const zeus::CAABox&, zeus::CVector3f&, double&); bool RaySphereIntersection_Double(const zeus::CSphere&, const zeus::CVector3f&, const zeus::CVector3f&, double&); bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag, float& T, zeus::CVector3f& point); bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CVector3f* verts, double& d); bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CVector3f* verts, float& d); void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out); void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList& in, CCollisionInfoList& out); bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0, const zeus::CAABox& aabb1, const CMaterialList& list1, CCollisionInfoList& infoList); bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1); bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxhalfsize, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2); double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2, float* baryX, float* baryY); bool TriSphereOverlap(const zeus::CSphere& sphere, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2); bool TriSphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2, zeus::CVector3f& point, zeus::CVector3f& normal); bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const zeus::CVector3f& dir, float& tMin, float& tMax, int& axis, bool& sign); bool LineCircleIntersection2d(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CSphere& sphere, int axis1, int axis2, float& d); bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, const zeus::CVector3f& dir, double& d, zeus::CVector3f& point, zeus::CVector3f& normal); bool AABox_AABox_Moving(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1, const zeus::CVector3f& dir, double& d, zeus::CVector3f& point, zeus::CVector3f& normal); void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out); } // namespace CollisionUtil } // namespace urde