Kinoko
v0.6
A reimplementation of Mario Kart Wii's physics engine in C++
Toggle main menu visibility
Loading...
Searching...
No Matches
AnmObj.cc
Go to the documentation of this file.
1
#include "
AnmObj.hh
"
2
3
#include <cmath>
4
5
namespace
Kinoko::Abstract::g3d
{
6
8
f32
PlayPolicy_Onetime
(
f32
/*start*/
,
f32
/*end*/
,
f32
frame) {
9
return
frame;
10
}
11
13
f32
PlayPolicy_Loop
(
f32
start,
f32
end,
f32
frame) {
14
ASSERT
(end > start);
15
16
f32
length = end - start;
17
18
if
(frame >= 0.0f) {
19
return ::fmodf(frame, length);
20
}
21
22
f32
offset = ::fmodf(frame + length, length);
23
24
return
offset >= 0.0f ? offset : offset + length;
25
}
26
27
f32
FrameCtrl::s_baseUpdateRate
= 1.0f;
28
29
}
// namespace Kinoko::Abstract::g3d
AnmObj.hh
ASSERT
#define ASSERT(e)
Definition
Logger.hh:25
Kinoko::Abstract::g3d::FrameCtrl::s_baseUpdateRate
static f32 s_baseUpdateRate
Definition
AnmObj.hh:82
Kinoko::Abstract::g3d
Definition
AnmObj.cc:5
Kinoko::Abstract::g3d::PlayPolicy_Onetime
f32 PlayPolicy_Onetime(f32, f32, f32 frame)
Definition
AnmObj.cc:8
Kinoko::Abstract::g3d::PlayPolicy_Loop
f32 PlayPolicy_Loop(f32 start, f32 end, f32 frame)
Definition
AnmObj.cc:13
Kinoko::f32
float f32
Definition
Memory.hh:21
abstract
g3d
AnmObj.cc
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.18.0