Esempio n. 1
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 public ColliderJntSphElement(Ptr p)
 {
     address     = p;
     body        = new ColliderBody(p);
     modelSphere = new Sphere(p.RelOff(0x28));
     worldSphere = new Sphere(p.RelOff(0x30));
     scale       = p.ReadFloat(0x38);
     unk_0x3C    = p.ReadByte(0x3C);
 }
 public ColliderCylinder(Ptr ptr, Collider c)
 {
     collider = c;
     body     = new ColliderBody(ptr.RelOff(0x18));
     radius   = ptr.ReadInt16(0x40);
     height   = ptr.ReadInt16(0x42);
     yShift   = ptr.ReadInt16(0x44);
     position = ptr.ReadVec3s(0x46);
 }
Esempio n. 3
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 public ColliderTriElement(Ptr p)
 {
     address     = p;
     body        = new ColliderBody(p);
     pointA      = p.ReadVec3f(0x28);
     pointB      = p.ReadVec3f(0x34);
     pointC      = p.ReadVec3f(0x40);
     unit_normal = p.ReadVec3f(0x4C);
     normal_dist = p.ReadFloat(0x58);
 }
Esempio n. 4
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 public ColliderCylinderElement(Ptr p)
 {
     body     = new ColliderBody(p);
     unk_0x28 = new Vector3 <short>(
         p.ReadInt16(0x28), p.ReadInt16(0x2A), p.ReadInt16(0x2C));
     unk_0x2E = p.ReadInt16(0x2E);
     position = new Vector3 <short>(
         p.ReadInt16(0x30), p.ReadInt16(0x32), p.ReadInt16(0x34));
     unk_0x36 = p.ReadInt16(0x36);
     unk_0x38 = p.ReadInt32(0x38);
     unk_0x3C = p.ReadByte(0x3C);
 }
Esempio n. 5
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 public ColliderTriElement(Ptr p)
 {
     body   = new ColliderBody(p);
     pointA = new Vector3 <float>
                  (p.ReadFloat(0x28), p.ReadFloat(0x2C), p.ReadFloat(0x30));
     pointB = new Vector3 <float>
                  (p.ReadFloat(0x34), p.ReadFloat(0x38), p.ReadFloat(0x3C));
     pointC = new Vector3 <float>
                  (p.ReadFloat(0x40), p.ReadFloat(0x44), p.ReadFloat(0x48));
     unit_normal = new Vector3 <float>
                       (p.ReadFloat(0x4C), p.ReadFloat(0x50), p.ReadFloat(0x54));
     normal_dist = p.ReadFloat(0x58);
 }
Esempio n. 6
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 public ColliderQuad(Ptr ptr, Collider c)
 {
     collider = c;
     body     = new ColliderBody(ptr.RelOff(0x18));
     quad     = new List <Vector3 <float> >()
     {
         ptr.ReadVec3f(0x40),
         ptr.ReadVec3f(0x4C),
         ptr.ReadVec3f(0x58),
         ptr.ReadVec3f(0x64)
     };
     dcMidpoint = ptr.ReadVec3s(0x70);
     baMidpoint = ptr.ReadVec3s(0x76);
     unk7C      = ptr.ReadFloat(0x7C);
 }