metaforce/Runtime/Collision/CCollisionActor.cpp

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#include "CCollisionActor.hpp"
#include "World/CActorParameters.hpp"
namespace urde
{
static const CMaterialList gkDefaultCollisionActorMaterials =
CMaterialList(EMaterialTypes::Solid, EMaterialTypes::CollisionActor, EMaterialTypes::ScanPassthrough,
EMaterialTypes::CameraPassthrough);
CCollisionActor::CCollisionActor(TUniqueId uid1, TAreaId aId, TUniqueId uid2, const zeus::CVector3f& vec1,
const zeus::CVector3f& vec2, bool active, float mass)
: CPhysicsActor(uid1, active, "CollisionActor", CEntityInfo(aId, CEntity::NullConnectionList),
zeus::CTransform::Identity(), CModelData::CModelDataNull(), gkDefaultCollisionActorMaterials,
zeus::CAABox::skNullBox, SMoverData(mass), CActorParameters::None(), 0.3f, 0.1f)
{
}
CCollisionActor::CCollisionActor(TUniqueId uid1, TAreaId aId, TUniqueId uid2, const zeus::CVector3f& vec, bool active,
float mass)
: CPhysicsActor(uid1, active, "CollisionActor", CEntityInfo(aId, CEntity::NullConnectionList),
zeus::CTransform::Identity(), CModelData::CModelDataNull(), gkDefaultCollisionActorMaterials,
zeus::CAABox::skNullBox, SMoverData(mass), CActorParameters::None(), 0.3f, 0.1f)
{
}
CCollisionActor::CCollisionActor(TUniqueId uid1, TAreaId aId, TUniqueId uid2, bool active, float, float mass)
: CPhysicsActor(uid1, active, "CollisionActor", CEntityInfo(aId, CEntity::NullConnectionList),
zeus::CTransform::Identity(), CModelData::CModelDataNull(), gkDefaultCollisionActorMaterials,
zeus::CAABox::skNullBox, SMoverData(mass), CActorParameters::None(), 0.3f, 0.1f)
{
}
}