mirror of https://github.com/PrimeDecomp/prime.git
38 lines
1.7 KiB
C++
38 lines
1.7 KiB
C++
#ifndef _CGAMECOLLISION
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#define _CGAMECOLLISION
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#include "types.h"
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class CAreaCollisionCache;
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class CCollisionInfo;
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class CCollisionPrimitive;
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class CMaterialFilter;
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class CStateManager;
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class CTransform4f;
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class CRayCastResult;
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class CPhysicsActor;
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class CGameCollision {
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public:
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static void InitCollision();
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static bool DetectStaticCollisionBoolean(const CStateManager&, const CCollisionPrimitive&,
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const CTransform4f&, const CMaterialFilter&);
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static bool DetectDynamicCollisionBoolean(const CCollisionPrimitive&, const CTransform4f&,
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const TEntityList&, const CStateManager&);
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static void BuildAreaCollisionCache(const CStateManager& mgr, CAreaCollisionCache& cache);
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static bool DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
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const CCollisionPrimitive& prim, const CTransform4f& xf,
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const CMaterialFilter& filter,
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const TEntityList& nearList);
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static bool DetectCollision_Cached_Moving(const CStateManager&, CAreaCollisionCache&,
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const CCollisionPrimitive&, const CTransform4f&,
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const CMaterialFilter&, const TEntityList&, CVector3f,
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TUniqueId&, CCollisionInfo&, double&);
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static CRayCastResult RayStaticIntersection(const CStateManager&, const CVector3f&,
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const CVector3f&, float, const CMaterialFilter&);
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static void Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const TEntityList*);
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};
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#endif // _CGAMECOLLISION
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