76 closure headers (EterBase, EterLocale, EterPack, EterLib, GameLib, MilesLib, EffectLib, SphereLib, EterImageLib) copied by the new port_copy.py (CP949->UTF-8, LF, include-path case only); platform-class headers go to the mirror path too, as the interface platform/ implements. Six manual `// PORT:` edits (Random, Singleton, Pool, Stl, Utils, FlyTarget). - common/D3D8Types.h: D3D8 value types with SDK values/layout, opaque COM interfaces - common/shim/sdk (d3d8/d3dx8/mss) on every platform, common/shim/win32 off Windows - Win32Types/Win32Crt: HRESULT, GUID, LARGE_INTEGER, LOGFONT/TEXTMETRIC, _atoi64, CRITICAL_SECTION on std::recursive_mutex - header gate prepends each library's StdAfx.h (40250's precompiled header) port_gate: macOS, Android, iOS, Windows (mingw) PASS; Linux BLOCKED (no toolchain). ScriptLib/EterPythonLib/UserInterface wait for 2P (their StdAfx includes Python). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
26 lines
1.8 KiB
C++
26 lines
1.8 KiB
C++
#pragma once
|
|
|
|
#include "GrpBase.h"
|
|
|
|
class CGraphicCollisionObject : public CGraphicBase
|
|
{
|
|
public:
|
|
CGraphicCollisionObject();
|
|
virtual ~CGraphicCollisionObject();
|
|
|
|
protected:
|
|
bool IntersectTriangle(const D3DXVECTOR3& c_orig, const D3DXVECTOR3& c_dir, const D3DXVECTOR3& c_v0, const D3DXVECTOR3& c_v1, const D3DXVECTOR3& c_v2, float* pu, float* pv, float* pt);
|
|
bool IntersectBoundBox(const D3DXMATRIX* c_pmatWorld, const TBoundBox& c_rboundBox, float* pu, float* pv, float* pt);
|
|
bool IntersectCube(const D3DXMATRIX* c_pmatWorld, float sx, float sy, float sz, float ex, float ey, float ez, D3DXVECTOR3 & RayOriginal, D3DXVECTOR3 & RayDirection, float* pu, float* pv, float* pt);
|
|
bool IntersectIndexedMesh(const D3DXMATRIX* c_pmatWorld, const void* vertices, int step, int vtxCount, const void* indices, int idxCount, D3DXVECTOR3 & RayOriginal, D3DXVECTOR3 & RayDirection, float* pu, float* pv, float* pt);
|
|
bool IntersectMesh(const D3DXMATRIX * c_pmatWorld, const void * vertices, DWORD dwStep, DWORD dwvtxCount, D3DXVECTOR3 & RayOriginal, D3DXVECTOR3 & RayDirection, float* pu, float* pv, float* pt);
|
|
|
|
bool IntersectSphere(const D3DXVECTOR3 & c_rv3Position, float fRadius, const D3DXVECTOR3 & c_rv3RayOriginal, const D3DXVECTOR3 & c_rv3RayDirection);
|
|
bool IntersectCylinder(const D3DXVECTOR3 & c_rv3Position, float fRadius, float fHeight, const D3DXVECTOR3 & c_rv3RayOriginal, const D3DXVECTOR3 & c_rv3RayDirection);
|
|
|
|
// NOTE : ms_vtPickRayOrig와 ms_vtPickRayDir를 CGraphicBGase가 가지고 있는데
|
|
// 굳이 인자로 넣어줘야 하는 이유가 있는가? Customize를 위해서? - [levites]
|
|
bool IntersectSphere(const D3DXVECTOR3 & c_rv3Position, float fRadius);
|
|
bool IntersectCylinder(const D3DXVECTOR3 & c_rv3Position, float fRadius, float fHeight);
|
|
};
|