#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) { } }