Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a collisionmodel
//
//===========================================================================//
#include "mdlobjects/dmecollisionmodel.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeCollisionModel, CDmeCollisionModel );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeCollisionModel::OnConstruction() { m_flMass.Init( this, "mass" ); m_bAutomaticMassComputation.Init( this, "automaticMassComputation" ); m_flInertia.Init( this, "inertia" ); m_flDamping.Init( this, "damping" ); m_flRotationalDamping.Init( this, "rotationalDamping" ); m_flDrag.Init( this, "drag" ); m_flRollingDrag.Init( this, "rollingDrag" ); m_nMaxConvexPieces.Init( this, "maxConvexPieces" ); m_bRemove2D.Init( this, "remove2d" ); m_bConcavePerJoint.Init( this, "concavePerJoint" ); m_flWeldPositionTolerance.Init( this, "weldPositionTolerance" ); m_flWeldNormalTolerance.Init( this, "weldNormalTolerance" ); m_bConcave.Init( this, "concave" ); m_bForceMassCenter.Init( this, "forceMassCenter" ); m_vecMassCenter.Init( this, "massCenter" ); m_bNoSelfCollisions.Init( this, "noSelfCollisions" ); m_bAssumeWorldSpace.Init( this, "assumeWorldSpace" ); m_SurfaceProperty.InitAndSet( this, "surfaceProperty", "default" ); }
void CDmeCollisionModel::OnDestruction() { }
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