prime/include/MetroidPrime/CGameCollision.hpp

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#ifndef _CGAMECOLLISION
#define _CGAMECOLLISION
#include "types.h"
#include "MetroidPrime/CStateManager.hpp"
class CAreaCollisionCache;
class CCollisionInfo;
class CCollisionPrimitive;
class CMaterialFilter;
class CStateManager;
class CTransform4f;
class CRayCastResult;
class CPhysicsActor;
class CGameCollision {
public:
static void InitCollision();
static bool DetectStaticCollisionBoolean(const CStateManager&, const CCollisionPrimitive&,
const CTransform4f&, const CMaterialFilter&);
static bool DetectDynamicCollisionBoolean(const CCollisionPrimitive&, const CTransform4f&,
const TEntityList&, const CStateManager&);
static void BuildAreaCollisionCache(const CStateManager& mgr, CAreaCollisionCache& cache);
static bool DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
const CCollisionPrimitive& prim, const CTransform4f& xf,
const CMaterialFilter& filter,
const TEntityList& nearList);
static bool DetectCollision_Cached_Moving(const CStateManager&, CAreaCollisionCache&,
const CCollisionPrimitive&, const CTransform4f&,
const CMaterialFilter&, const TEntityList&, CVector3f,
TUniqueId&, CCollisionInfo&, double&);
static CRayCastResult RayStaticIntersection(const CStateManager&, const CVector3f&,
const CVector3f&, float, const CMaterialFilter&);
static CRayCastResult RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut,
const CVector3f& pos, const CVector3f& dir,
float mag, const CMaterialFilter& filter,
const TEntityList& nearList);
static rstl::optional_object< CVector3f >
FindNonIntersectingVector(const CStateManager& mgr, CAreaCollisionCache& cache,
CPhysicsActor& actor, const CCollisionPrimitive& prim,
const TEntityList& nearList); // name?
static void Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const TEntityList*);
};
#endif // _CGAMECOLLISION