1#include "Game/MapObj/FloaterFloatingForce.hpp"
2#include "Game/LiveActor/LiveActor.hpp"
4FloaterFloatingForce::~FloaterFloatingForce() {
8FloaterFloatingForce::FloaterFloatingForce(
LiveActor *pActor,
const char *pName) :
MapPartsFunction(pActor,
"浮力"), _18(pName), _1C(gZeroVec) {
9 _28.setInlinePS(TVec3f(0.0f, 1.0f, 0.0f));
10 mMoveCondition = 0.0f;
15 MR::getMapPartsArgMoveConditionType(&moveType, rIter);
16 mMoveCondition = moveType;
19void FloaterFloatingForce::start() {
26 x = matrix.mMtx[0][1];
27 y = matrix.mMtx[1][1];
28 z = matrix.mMtx[2][1];
29 _28.set<f32>(x, y, z);
33const TVec3f& FloaterFloatingForce::getCurrentVelocity()
const {
34 return TVec3f(0.0f, 0.0f, 0.0f);
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
The basis of a drawable actor that can contain states (see: Nerve)
TVec3f mPosition
3D vector of the actor's position.
virtual MtxPtr getBaseMtx() const
Gets the base matrix of the model used for the actor.