1#include "Game/Util.hpp"
2#include "Game/LiveActor/LiveActor.hpp"
4FixedPosition::FixedPosition(
const LiveActor *pActor,
const char *pJointName,
const TVec3f &rLocalTrans,
const TVec3f &a4) {
5 MtxPtr jointMtx = MR::getJointMtx(pActor, pJointName);
6 init(jointMtx, rLocalTrans, a4);
9FixedPosition::FixedPosition(
const LiveActor *pActor,
const TVec3f &rLocalTrans,
const TVec3f &a3) {
11 init(baseMtx, rLocalTrans, a3);
14FixedPosition::FixedPosition(MtxPtr mtx,
const TVec3f &rLocalTrans,
const TVec3f &a3) {
15 init(mtx, rLocalTrans, a3);
20void FixedPosition::setBaseMtx(MtxPtr mtx) {
24void FixedPosition::setLocalTrans(
const TVec3f &rLocalTrans) {
25 mLocalTrans.set<f32>(rLocalTrans);
28void FixedPosition::init(MtxPtr mtx,
const TVec3f &rLocalTrans,
const TVec3f &a3) {
30 mLocalTrans.set<f32>(rLocalTrans);
33 mNormalizeScale =
true;
The basis of a drawable actor that can contain states (see: Nerve)
virtual MtxPtr getBaseMtx() const
Gets the base matrix of the model used for the actor.