Files
ss/include/d/col/c/c_m3d_g_cyl.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

40 lines
799 B
C++

#ifndef C_M3D_G_CYL_H
#define C_M3D_G_CYL_H
#include "d/col/c/c_m3d_g_unk.h"
#include "m/m_vec.h"
class cM3dGCyl {
public:
/* 0x00 */ mVec3_c mCenter;
/* 0x0C */ f32 mRadius;
/* 0x10 */ f32 mHeight;
cM3dGCyl() {}
void Set(const mVec3_c &, f32, f32);
void SetC(const mVec3_c &, f32 radius, f32 height);
void SetC(const mVec3_c &);
void SetH(f32);
void SetR(f32);
bool Cross(cM3dGUnk &, mVec3_c *);
bool Cross(cM3dGUnk &, f32 *);
bool Cross(const mVec3_c &) const;
void Clamp(const mVec3_c &, mVec3_c &) const;
const mVec3_c &GetC() const {
return mCenter;
}
mVec3_c &GetC() {
return mCenter;
}
f32 GetH() const {
return mHeight;
}
f32 GetR() const {
return mRadius;
}
};
#endif