sm64coopdx/src/engine/surface_load.h
2024-12-08 18:38:23 -05:00

46 lines
1.3 KiB
C

#ifndef SURFACE_LOAD_H
#define SURFACE_LOAD_H
#include <PR/ultratypes.h>
#include "surface_collision.h"
#include "types.h"
#define NUM_CELLS (2 * LEVEL_BOUNDARY_MAX / CELL_SIZE)
#define NUM_CELLS_INDEX (NUM_CELLS - 1)
struct SurfaceNode
{
struct SurfaceNode *next;
struct Surface *surface;
};
enum
{
SPATIAL_PARTITION_FLOORS,
SPATIAL_PARTITION_CEILS,
SPATIAL_PARTITION_WALLS
};
typedef struct SurfaceNode SpatialPartitionCell[3];
extern SpatialPartitionCell gStaticSurfacePartition[NUM_CELLS][NUM_CELLS];
extern SpatialPartitionCell gDynamicSurfacePartition[NUM_CELLS][NUM_CELLS];
void alloc_surface_pools(void);
u32 get_area_terrain_size(s16 *data);
void load_area_terrain(s16 index, s16 *data, s8 *surfaceRooms, s16 *macroObjects);
void clear_dynamic_surfaces(void);
/* |description|
Loads the object's collision data into dynamic collision.
You must run this every frame in your object's behavior loop for it to have collision
|descriptionEnd| */
void load_object_collision_model(void);
/* |description|Gets a surface corresponding to `index` from the surface pool buffer|descriptionEnd| */
struct Surface *obj_get_surface_from_index(struct Object *o, u32 index);
/* |description||descriptionEnd| */
bool surface_has_force(s16 surfaceType);
#endif // SURFACE_LOAD_H