Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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AnmObj.cc
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#include "AnmObj.hh"
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#include <cmath>
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namespace
Kinoko::Abstract::g3d {
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f32 PlayPolicy_Onetime(f32
/*start*/
, f32
/*end*/
, f32 frame) {
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return
frame;
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}
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f32 PlayPolicy_Loop(f32 start, f32 end, f32 frame) {
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ASSERT(end > start);
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f32 length = end - start;
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if
(frame >= 0.0f) {
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return ::fmodf(frame, length);
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}
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f32 offset = ::fmodf(frame + length, length);
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return
offset >= 0.0f ? offset : offset + length;
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}
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f32 FrameCtrl::s_baseUpdateRate = 1.0f;
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}
// namespace Kinoko::Abstract::g3d
abstract
g3d
AnmObj.cc
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