Files
ss/include/d/col/c/c_m3d_g_lin.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

70 lines
1.3 KiB
C++

#ifndef C_M3D_G_LIN_H
#define C_M3D_G_LIN_H
#include "common.h"
#include "m/m_vec.h"
#include "nw4r/types_nw4r.h"
class cM3dGLin {
public:
typedef nw4r::math::VEC3 VEC3;
typedef EGG::Vector3f Vector3f;
// Needs to be mutable for cCcD_CpsAttr::GetPos and cCcD_CpsAttr::GetShapeAccess
/* 0x00 */ mutable mVec3_c mStart;
/* 0x0C */ mutable mVec3_c mEnd;
cM3dGLin() {}
void SetStartEnd(const VEC3 &, const VEC3 &);
void SetStartEnd(const mVec3_c *, const mVec3_c *);
void Set(const mVec3_c &start, const mVec3_c &end) {
mStart = start;
mEnd = end;
}
void CalcPos(mVec3_c *, f32) const;
void CalcVec(Vec *pOut) const {
PSVECSubtract(mEnd, mStart, pOut);
}
void SetStart(const mVec3_c &);
void SetEnd(const mVec3_c *pEnd) {
mEnd = *pEnd;
}
mVec3_c &GetStart() {
return mStart;
}
const mVec3_c &GetStart() const {
return mStart;
}
mVec3_c *GetStartP(void) {
return &mStart;
}
const mVec3_c *GetStartP(void) const {
return &mStart;
}
mVec3_c &GetEnd() {
return mEnd;
}
const mVec3_c &GetEnd() const {
return mEnd;
}
mVec3_c *GetEndP(void) {
return &mEnd;
}
const mVec3_c *GetEndP(void) const {
return &mEnd;
}
};
#endif /* C_M3D_G_LIN_H */