1#include "Game/LiveActor/ClippingActorInfo.hpp"
2#include "Game/LiveActor/ClippingJudge.hpp"
3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/Util.hpp"
6ClippingActorInfo::ClippingActorInfo(
LiveActor *pActor) {
14 setTypeToSphere(300.0f, 0);
17void ClippingActorInfo::judgeClipping() {
18 if (isJudgedToClip()) {
19 if (!MR::isClipped(mActor)) {
20 mActor->startClipped();
24 if (MR::isClipped(mActor)) {
43bool ClippingActorInfo::isGroupClipping()
const {
47void ClippingActorInfo::setTypeToSphere(f32 a1,
const TVec3f *a2) {
58void ClippingActorInfo::setGroupClippingNo(
const JMapInfoIter &rIter) {
60 *id_info = MR::createJMapIdInfoFromClippingGroupId(rIter);
65ClippingActorInfoList::ClippingActorInfoList(
int a1) {
68 mClippingActorList = 0;
72 for (s32 i = 0; i < _0; i++) {
73 mClippingActorList[i] = 0;
78 mClippingActorList[_4] = pInfo;
83 for (s32 i = 0; i < _4; i++) {
86 if (inf->mActor == pActor) {
91 return mClippingActorList[i];
95 return mClippingActorList[0];
100bool ClippingActorInfoList::isInList(
const LiveActor *pActor)
const {
101 for (s32 i = 0; i < _4; i++) {
103 if (inf->mActor == pActor) {
The basis of a drawable actor that can contain states (see: Nerve)
TVec3f mPosition
3D vector of the actor's position.