OdysseyDecomp/lib/al/Library/Area/AreaShapeOval.cpp

69 lines
1.9 KiB
C++

#include "Library/Area/AreaShapeOval.h"
#include <math/seadMathCalcCommon.h>
#include "Library/Math/MathUtil.h"
namespace al {
AreaShapeOval::AreaShapeOval() {}
bool AreaShapeOval::isInVolume(const sead::Vector3f& pos) const {
sead::Vector3f localPos = sead::Vector3f::zero;
calcLocalPos(&localPos, pos);
return localPos.squaredLength() <= sead::Mathf::square(500.0f);
}
bool AreaShapeOval::isInVolumeOffset(const sead::Vector3f& pos, f32 offset) const {
sead::Vector3f scale = getScale();
// has to be this way around to match
if (scale.x == scale.y && scale.y == scale.z) {
sead::Vector3f baseTrans;
calcTrans(&baseTrans);
sead::Vector3f diff = pos - baseTrans;
f32 radius = scale.x * 500.0f + offset;
return diff.squaredLength() <= sead::Mathf::square(radius);
}
return false;
}
bool AreaShapeOval::calcNearestEdgePoint(sead::Vector3f* edgePoint,
const sead::Vector3f& pos) const {
sead::Vector3f localPos = sead::Vector3f::zero;
calcLocalPos(&localPos, pos);
f32 length = localPos.length();
if (length > 0.0f)
localPos *= 500.0f / length;
calcWorldPos(edgePoint, localPos);
return true;
}
bool AreaShapeOval::checkArrowCollision(sead::Vector3f* a2, sead::Vector3f* a3,
const sead::Vector3f& a4, const sead::Vector3f& a5) const {
sead::Vector3f localA4 = sead::Vector3f::zero;
calcLocalPos(&localA4, a4);
sead::Vector3f localA5 = sead::Vector3f::zero;
calcLocalPos(&localA5, a5);
sead::Vector3f tmp1 = {0, 0, 0};
sead::Vector3f tmp2 = {0, 0, 0};
calcWorldPos(&tmp1, localA4);
calcWorldPos(&tmp2, localA5);
if (!checkHitSegmentSphere(sead::Vector3f::zero, localA4, localA5, 500.0f, a3, a2))
return false;
calcWorldPos(a2, *a2);
calcWorldDir(a3, *a3);
*a3 *= (-1);
return true;
}
} // namespace al