Files
ss/include/d/col/c/c_m3d_g_tri.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

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C++

#ifndef C_M3D_G_TRI_H
#define C_M3D_G_TRI_H
#include "common.h"
#include "d/col/c/c_m3d_g_pla.h"
#include "m/m_vec.h"
class cM3dGTri : public cM3dGPla {
typedef nw4r::math::VEC3 VecType;
public:
/* 0x10 */ VecType mA;
/* 0x1C */ VecType mB;
/* 0x28 */ VecType mC;
const mVec3_c &GetPntA() const {
return *(mVec3_c *)&mA;
}
const mVec3_c &GetPntB() const {
return *(mVec3_c *)&mB;
}
const mVec3_c &GetPntC() const {
return *(mVec3_c *)&mC;
}
cM3dGTri() {}
void SetPos(const VecType *, const VecType *, const VecType *);
void SetBg(const VecType *, const VecType *, const VecType *, const cM3dGPla *pla);
bool cross(const cM3dGLin &lin, VecType *xyz, bool param_2, bool param_3) const {
return cM3d_Cross_LinTri(lin, *this, xyz, param_2, param_3);
}
};
#endif