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Add missing collision functions and clean up #245
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vabold
requested changes
Mar 1, 2025
source/game/field/KColData.cc
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KCLTypeMask attrMask = KCL_ATTRIBUTE_TYPE_BIT(prism.attribute); | ||
if (!(attrMask & m_typeMask)) { | ||
return false; | ||
} | ||
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if (movement && (attrMask & KCL_TYPE_DIRECTIONAL) && m_movement.dot(fnrm) < 0.0f) { | ||
return false; | ||
} |
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The flag checking can be moved to the top of the function for performance gains.
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KCLTypeMask attrMask = KCL_ATTRIBUTE_TYPE_BIT(prism.attribute); | |
if (!(attrMask & m_typeMask)) { | |
return false; | |
} | |
if (movement && (attrMask & KCL_TYPE_DIRECTIONAL) && m_movement.dot(fnrm) < 0.0f) { | |
return false; | |
} | |
if (movement && m_movement.ps_dot(fnrm) > 0.0f) { | |
return false; | |
} |
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The one expr is dependent on fnrm, so I'll leave that one where it is
These will be required for ObjectDrivable and (mainly) ObjectKCL
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vabold
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These will be required for ObjectDrivable and (mainly) ObjectKCL. Function signatures are standardized across all collision check funcs (some had float arg out-of-order, some had different variable names). Just like with spheres, I combined the two main collision check functions since they differ only by a few instructions.