1#include "Game/LiveActor/ClippingDirector.hpp"
2#include "Game/Scene/SceneObjHolder.hpp"
4ClippingDirector::ClippingDirector() :
NameObj(
"クリッピング指揮") {
9 mJudge->initWithoutIter();
11 mActorHolder->initWithoutIter();
13 mGroupHolder->initWithoutIter();
14 MR::connectToScene(
this, 4, -1, -1, -1);
17void ClippingDirector::endInitActorSystemInfo() {
18 mActorHolder->initViewGroupTable();
21void ClippingDirector::movement() {
23 mActorHolder->movement();
24 mGroupHolder->movement();
27void ClippingDirector::registerActor(
LiveActor *pActor) {
28 mActorHolder->registerActor(pActor);
32 mActorHolder->initSystemInfo(pActor, rIter);
37 MR::getJMapInfoClippingGroupID(rIter, &clippingID);
39 if (clippingID >= 0) {
41 mGroupHolder->createAndAdd(inf, rIter, a3);
46 mActorHolder->entryLodCtrl(pLod, rIter);
51 return reinterpret_cast<ClippingDirector*
>(MR::getSceneObjHolder()->getObj(SceneObj_ClippingDirector));
54 void addToClippingTarget(
LiveActor *pActor) {
56 dir->mActorHolder->addToClippingTarget(pActor);
59 void removeFromClippingTarget(
LiveActor *pActor) {
61 dir->mActorHolder->removeFromClippingTarget(pActor);
65ClippingDirector::~ClippingDirector() {
The basis of a drawable actor that can contain states (see: Nerve)
The most basic form of an object.