2017-02-21 03:29:28 +00:00
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#include "CCollisionActor.hpp"
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#include "World/CActorParameters.hpp"
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namespace urde
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{
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static const CMaterialList gkDefaultCollisionActorMaterials =
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CMaterialList(EMaterialTypes::Solid, EMaterialTypes::CollisionActor, EMaterialTypes::ScanPassthrough,
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EMaterialTypes::CameraPassthrough);
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CCollisionActor::CCollisionActor(TUniqueId uid1, TAreaId aId, TUniqueId uid2, const zeus::CVector3f& vec1,
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const zeus::CVector3f& vec2, bool active, float mass)
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: CPhysicsActor(uid1, active, "CollisionActor", CEntityInfo(aId, CEntity::NullConnectionList),
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zeus::CTransform::Identity(), CModelData::CModelDataNull(), gkDefaultCollisionActorMaterials,
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zeus::CAABox::skNullBox, SMoverData(mass), CActorParameters::None(), 0.3f, 0.1f)
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{
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}
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CCollisionActor::CCollisionActor(TUniqueId uid1, TAreaId aId, TUniqueId uid2, const zeus::CVector3f& vec, bool active,
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float mass)
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: CPhysicsActor(uid1, active, "CollisionActor", CEntityInfo(aId, CEntity::NullConnectionList),
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zeus::CTransform::Identity(), CModelData::CModelDataNull(), gkDefaultCollisionActorMaterials,
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zeus::CAABox::skNullBox, SMoverData(mass), CActorParameters::None(), 0.3f, 0.1f)
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{
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}
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CCollisionActor::CCollisionActor(TUniqueId uid1, TAreaId aId, TUniqueId uid2, bool active, float, float mass)
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: CPhysicsActor(uid1, active, "CollisionActor", CEntityInfo(aId, CEntity::NullConnectionList),
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zeus::CTransform::Identity(), CModelData::CModelDataNull(), gkDefaultCollisionActorMaterials,
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zeus::CAABox::skNullBox, SMoverData(mass), CActorParameters::None(), 0.3f, 0.1f)
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{
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}
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}
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