1#include "Game/LiveActor/MirrorCamera.hpp"
2#include "Game/Scene/SceneObjHolder.hpp"
3#include "Game/Util.hpp"
6 MR::connectToScene(
this, 0x16, -1, -1, -1);
9void MirrorCamera::setMirrorMapInfo(
const TVec3f &a1,
const TVec3f &a2) {
12 _24 = -PSVECDotProduct((
const Vec*)&_18, (
const Vec*)&_C);
15f32 MirrorCamera::getDistance(
const TVec3f &a1)
const {
20 stack_14.x = stack_8.dot(_C);
21 return stack_8.dot(a1) - stack_14.x;
26 return reinterpret_cast<MirrorCamera*
>(MR::getSceneObjHolder()->getObj(SceneObj_MirrorCamera));
29 f32 getDistanceToMirror(
const TVec3f &rVec) {
30 return reinterpret_cast<MirrorCamera*
>(MR::getSceneObjHolder()->getObj(SceneObj_MirrorCamera))->getDistance(rVec);
34MirrorCamera::~MirrorCamera() {
38void MirrorCamera::movement() {
39 if (MR::isPlayerInAreaObj(
"MirrorArea")) {
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.