mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-05-01 04:54:30 +00:00
44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
#include "Library/Obj/DepthShadowModel.h"
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#include "Library/LiveActor/ActorClippingFunction.h"
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#include "Library/LiveActor/ActorDrawFunction.h"
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#include "Library/LiveActor/ActorInitFunction.h"
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namespace al {
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DepthShadowModel::DepthShadowModel(LiveActor* parent, const ActorInitInfo& info,
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const char* executorDrawName, bool isVisible)
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: LiveActor("デプスシャドウモデル") {
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initActorSceneInfo(this, info);
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initPoseKeeper(parent->getPoseKeeper());
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initActorModelKeeperByHost(this, parent);
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initExecutorDraw(this, info, executorDrawName);
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initActorClipping(this, info);
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mPos.set(getClippingCenterPos(parent));
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setClippingInfo(this, getClippingRadius(parent), &mPos);
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mIsVisible = isVisible;
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makeActorAlive();
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}
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DepthShadowModel::DepthShadowModel(LiveActor* parent, const ActorInitInfo& info,
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const char* childArchiveName, const char* childSuffix,
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bool isVisible)
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: LiveActor("デプスシャドウモデル") {
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initChildActorWithArchiveNameWithPlacementInfo(this, info, childArchiveName, childSuffix);
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mIsVisible = isVisible;
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makeActorAlive();
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}
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void DepthShadowModel::initAfterPlacement() {
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if (!mIsVisible)
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return;
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tryExpandClippingByDepthShadowLength(this, &mPos);
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}
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} // namespace al
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