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35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
#pragma once
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#include "JSystem/JGeometry.hpp"
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#include "Game/Util.hpp"
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class LiveActor;
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class Triangle;
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class TriangleFilterBase;
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class CollisionPartsFilterBase;
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namespace MR {
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bool isBindedGroundDamageFire(const LiveActor *);
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bool isBindedGroundSand(const LiveActor *);
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bool getFirstPolyOnLineToMap(TVec3f *, Triangle *, const TVec3f &, const TVec3f &);
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bool getFirstPolyOnLineToMapExceptActor(TVec3f * , Triangle *, const TVec3f &, const TVec3f &, const LiveActor *);
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bool isWallCodeNoAction(const Triangle *);
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void setBindTriangleFilter(LiveActor *, TriangleFilterBase *);
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bool isExistMapCollisionExceptActor(const TVec3f &, const TVec3f &, const LiveActor *);
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bool checkStikeBallToMap(const TVec3f &, f32);
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bool calcMapGround(const TVec3f &, TVec3f *, f32);
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bool calcMapGroundUpper(TVec3f *, const LiveActor *);
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bool trySetMoveLimitCollision(LiveActor *);
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};
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class Collision {
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public:
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static bool checkStrikeLineToMap(const TVec3f &, const TVec3f &, s32, const CollisionPartsFilterBase *, const TriangleFilterBase *);
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}; |