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https://github.com/zeldaret/ss
synced 2026-06-15 14:21:31 -04:00
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>
37 lines
858 B
C++
37 lines
858 B
C++
#ifndef C_M3D_G_TRI_H
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#define C_M3D_G_TRI_H
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#include "common.h"
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#include "d/col/c/c_m3d_g_pla.h"
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#include "m/m_vec.h"
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class cM3dGTri : public cM3dGPla {
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typedef nw4r::math::VEC3 VecType;
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public:
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/* 0x10 */ VecType mA;
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/* 0x1C */ VecType mB;
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/* 0x28 */ VecType mC;
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const mVec3_c &GetPntA() const {
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return *(mVec3_c *)&mA;
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}
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const mVec3_c &GetPntB() const {
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return *(mVec3_c *)&mB;
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}
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const mVec3_c &GetPntC() const {
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return *(mVec3_c *)&mC;
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}
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cM3dGTri() {}
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void SetPos(const VecType *, const VecType *, const VecType *);
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void SetBg(const VecType *, const VecType *, const VecType *, const cM3dGPla *pla);
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bool cross(const cM3dGLin &lin, VecType *xyz, bool param_2, bool param_3) const {
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return cM3d_Cross_LinTri(lin, *this, xyz, param_2, param_3);
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}
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};
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#endif
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