Files
ss/include/d/col/c/c_m3d_g_cps.h
T
Elijah Thomas 8a3710824b Updated CC collision (#80)
* 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>
2024-11-01 17:07:16 -04:00

39 lines
966 B
C++

#ifndef C_M3D_G_CPS_H
#define C_M3D_G_CPS_H
#include "d/col/c/c_m3d.h"
#include "d/col/c/c_m3d_g_lin.h"
#include "d/col/c/c_m3d_g_unk.h"
#include "m/m_vec.h"
class cM3dGCps : public cM3dGLin {
public:
/* 0x18 */ f32 mRadius;
/* 0x1C */ f32 mField_0x1C;
/* 0x20 */ u8 mField_0x20;
/* 0x24 */ u32 mFlags;
cM3dGCps();
void Set(const mVec3_c &, const mVec3_c &, f32);
void SetR(f32 r);
void Set_0x1C(f32);
bool Cross(cM3dGUnk &, mVec3_c *);
bool fn_80337f40(const mVec3_c &) const;
f32 GetR() const {
return mRadius;
}
// bool Cross(cM3dGCps const *other, mVec3_c *xyz) const {
// return cM3d_Cross_CpsCps(*this, *other, xyz);
// }
// bool Cross(const cM3dGCyl *cyl, mVec3_c *xyz) const {
// return cM3d_Cross_CpsCyl(*this, *cyl, xyz);
// }
// bool Cross(const cM3dGSph *sph, mVec3_c *xyz) const {
// return cM3d_Cross_CpsSph(*this, *sph, xyz);
// }
};
#endif