1#include "Game/LiveActor/ModelObj.hpp"
2#include "Game/Util.hpp"
4ModelObj::ModelObj(
const char *pName,
const char *pModelName, MtxPtr mtxPtr,
int a4,
int a5,
int a6,
bool a7) :
LiveActor(pName) {
19 initModelManagerWithAnm(pModelName, 0, a7);
20 MR::connectToScene(
this, a5, a6, a4, -1);
22 initEffectKeeper(8, 0, 0);
25 mPosition.set(mMtx[0][3], mMtx[1][3], mMtx[2][3]);
35 mPosition.set(mMtx[0][3], mMtx[1][3], mMtx[2][3]);
36 MR::setBaseTRMtx(
this, mMtx);
43void ModelObjNpc::control() {
49 mLODCtrl = MR::createLodCtrlNPC(
this, rIter);
56 mPosition.set(mMtx[0][3], mMtx[1][3], mMtx[2][3]);
57 MR::setBaseTRMtx(
this, mMtx);
63 mJointCtrl->setCallBackFunction();
66ModelObjNpc::~ModelObjNpc() {
70ModelObjNpc::ModelObjNpc(
const char *a1,
const char *a2, MtxPtr mtx) :
LiveActor(a1) {
76 mPosition.set(mMtx[0][3], mMtx[1][3], mMtx[2][3]);
79 initModelManagerWithAnm(a2, 0, 0);
80 MR::connectToSceneNpc(
this);
81 MR::initShadowFromCSV(
this,
"Shadow");
83 initEffectKeeper(8, 0,
false);
The basis of a drawable actor that can contain states (see: Nerve)
TVec3f mPosition
3D vector of the actor's position.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.