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https://github.com/zeldaret/ss
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8a3710824b
* c_cc_d soooo close * d_cc_shape_colliders -> d_cc_d * ported over changes from #43 * Oops, didnt save * use better collision functions in bombf * bombf fixes * bombf actorPostCreate matching * fix * small fix for cCcD_UnkAttr Set function * more cleanup(?) for c_cc_d * d_cc_mass_s OK * Initial d_cc_s setup * some easy funcs --------- Co-authored-by: robojumper <robojumper@gmail.com>
39 lines
966 B
C++
39 lines
966 B
C++
#ifndef C_M3D_G_CPS_H
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#define C_M3D_G_CPS_H
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#include "d/col/c/c_m3d.h"
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#include "d/col/c/c_m3d_g_lin.h"
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#include "d/col/c/c_m3d_g_unk.h"
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#include "m/m_vec.h"
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class cM3dGCps : public cM3dGLin {
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public:
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/* 0x18 */ f32 mRadius;
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/* 0x1C */ f32 mField_0x1C;
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/* 0x20 */ u8 mField_0x20;
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/* 0x24 */ u32 mFlags;
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cM3dGCps();
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void Set(const mVec3_c &, const mVec3_c &, f32);
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void SetR(f32 r);
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void Set_0x1C(f32);
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bool Cross(cM3dGUnk &, mVec3_c *);
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bool fn_80337f40(const mVec3_c &) const;
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f32 GetR() const {
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return mRadius;
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}
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// bool Cross(cM3dGCps const *other, mVec3_c *xyz) const {
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// return cM3d_Cross_CpsCps(*this, *other, xyz);
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// }
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// bool Cross(const cM3dGCyl *cyl, mVec3_c *xyz) const {
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// return cM3d_Cross_CpsCyl(*this, *cyl, xyz);
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// }
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// bool Cross(const cM3dGSph *sph, mVec3_c *xyz) const {
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// return cM3d_Cross_CpsSph(*this, *sph, xyz);
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// }
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};
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#endif
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