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