Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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AnmMgr.cc
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#include "AnmMgr.hh"
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namespace
Kinoko::Render
{
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void
AnmMgr::linkAnims(
size_t
idx,
const
Abstract::g3d::ResFile *resFile,
const
char
*name,
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AnmType anmType) {
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// For now, we only care about Chr
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switch
(anmType) {
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case
AnmType::Chr:
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m_anmList.emplace_back(resFile->resAnmChr(name), anmType, idx);
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break
;
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default
:
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break
;
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}
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}
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void
AnmMgr::playAnim(f32
/*frame*/
, f32
/*rate*/
,
size_t
idx) {
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ASSERT(idx < m_anmList.size());
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AnmNodeChr *&activeChrAnim = m_activeAnims[
static_cast<
size_t
>
(AnmType::Chr)];
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activeChrAnim = &(*std::next(m_anmList.begin(), idx));
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}
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}
// namespace Kinoko::Render
Kinoko::Render
Pertains to rendering the kart model.
Definition
KartObjectProxy.hh:25
game
render
AnmMgr.cc
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Malleo
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