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#include "d/col/c/c_m3d_g_cyl.h"
#include "d/col/c/c_m3d.h"
#include "m/m_vec.h"
void cM3dGCyl::SetC(const mVec3_c &c, f32 radius, f32 height) {
SetC(c);
SetR(radius);
SetH(height);
}
void cM3dGCyl::SetC(const mVec3_c &c) {
mCenter = c;
}
void cM3dGCyl::SetH(f32 h) {
if (h < 0.0f) {
h = 0.0f;
}
mHeight = h;
}
void cM3dGCyl::SetR(f32 r) {
if (r < 0.0f) {
r = 0.0f;
}
mRadius = r;
}
bool cM3dGCyl::Cross(cM3dGUnk &unk, mVec3_c *vec) {
return cM3d_Cross_CylUnk(*this, unk, vec);
}
bool cM3dGCyl::Cross(cM3dGUnk &unk, f32 *vec) {
return cM3d_Cross_CylUnk(*this, unk, vec);
}
bool cM3dGCyl::Cross(const mVec3_c &pnt) const {
if ((mCenter.y > pnt.y) || (mCenter.y + mHeight < pnt.y)) {
return false;
}
f32 x_dist = mCenter.x - pnt.x;
f32 z_dist = mCenter.z - pnt.z;
return x_dist * x_dist + z_dist * z_dist > mRadius * mRadius ? false : true;
}
void cM3dGCyl::Clamp(const mVec3_c &in, mVec3_c &out) const {
f32 floor = mCenter.y;
mVec3_c diff = in - mCenter;
f32 ceil = floor + mHeight;
f32 dist_sq = diff.x * diff.x + diff.z * diff.z;
f32 dist = EGG::Math<f32>::sqrt(dist_sq);
if (ceil < in.y) {
if (dist < mRadius) {
out.x = in.x;
out.y = ceil;
out.z = in.z;
} else {
f32 scale = mRadius / dist;
out.x = mCenter.x + scale * (in.x - mCenter.x);
out.y = ceil;
out.z = mCenter.z + scale * (in.z - mCenter.z);
}
} else if (floor > in.y) {
if (dist < mRadius) {
out.x = in.x;
out.y = floor;
out.z = in.z;
} else {
f32 scale = mRadius / dist;
out.y = floor;
out.x = mCenter.x + scale * (in.x - mCenter.x);
out.z = mCenter.z + scale * (in.z - mCenter.z);
}
} else {
if (dist < mRadius) {
out = in;
} else {
f32 scale = mRadius / dist;
out.y = in.y;
out.x = mCenter.x + scale * (in.x - mCenter.x);
out.z = mCenter.z + scale * (in.z - mCenter.z);
}
}
}
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