| 79 | } |
| 80 | |
| 81 | static std::vector<StaticMesh*> GetNearbyStatics(const std::vector<int>& roomNumbers) |
| 82 | { |
| 83 | // Collect neighbor room numbers. |
| 84 | auto neighborRoomNumbers = std::set<int>{}; |
| 85 | for (int roomNumber : roomNumbers) |
| 86 | { |
| 87 | const auto& room = g_Level.Rooms[roomNumber]; |
| 88 | neighborRoomNumbers.insert(room.NeighborRoomNumbers.begin(), room.NeighborRoomNumbers.end()); |
| 89 | } |
| 90 | |
| 91 | // Run through neighbor rooms. |
| 92 | auto statics = std::vector<StaticMesh*>{}; |
| 93 | for (int neighborRoomNumber : neighborRoomNumbers) |
| 94 | { |
| 95 | auto& neighborRoom = g_Level.Rooms[neighborRoomNumber]; |
| 96 | if (!neighborRoom.Active()) |
| 97 | continue; |
| 98 | |
| 99 | // Run through statics. |
| 100 | for (auto& staticObj : neighborRoom.mesh) |
| 101 | { |
| 102 | // Check visibility. |
| 103 | if (!(staticObj.Flags & StaticMeshFlags::SM_VISIBLE)) |
| 104 | continue; |
| 105 | |
| 106 | // Collect static. |
| 107 | statics.push_back(&staticObj); |
| 108 | } |
| 109 | } |
| 110 | |
| 111 | return statics; |
| 112 | } |
| 113 | |
| 114 | LosCollisionData GetLosCollision(const Vector3& origin, int roomNumber, const Vector3& dir, float dist, |
| 115 | bool collideItemBoxes, bool collideItemSpheres, bool collideStatics) |