Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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KartObject.hh
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#pragma once
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#include "game/kart/KartBody.hh"
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#include "game/kart/KartObjectProxy.hh"
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#include "game/kart/KartParam.hh"
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#include "game/kart/KartPhysics.hh"
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namespace
Kinoko::Kart
{
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class
KartObject :
public
KartObjectProxy {
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public
:
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KartObject(
KartParam
*param);
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virtual
~KartObject();
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[[nodiscard]]
virtual
KartBody
*createBody(
KartPhysics
*physics);
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virtual
void
createTires();
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void
init();
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void
initImpl();
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void
prepare
();
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void
prepareTiresAndSuspensions();
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void
createSub();
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void
createModel();
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void
calcSub();
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void
calc();
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[[nodiscard]]
const
KartAccessor
*accessor()
const
;
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[[nodiscard]]
static
KartObject *Create(Character character, Vehicle vehicle, u8 playerIdx);
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protected
:
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KartAccessor
m_pointers;
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};
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class
KartObjectBike :
public
KartObject {
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public
:
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KartObjectBike(
KartParam
*param);
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~KartObjectBike()
override
;
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[[nodiscard]]
KartBody
*createBody(
KartPhysics
*physics)
override
;
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void
createTires()
override
;
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};
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}
// namespace Kinoko::Kart
Kinoko::Kart::KartBody
Definition
KartBody.hh:9
Kinoko::Kart::KartObject::prepare
void prepare()
Sets the initial position and rotation of the kart based off the current track.
Definition
KartObject.cc:107
Kinoko::Kart::KartParam
Houses stats regarding a given character/vehicle combo.
Definition
KartParam.hh:51
Kinoko::Kart::KartPhysics
Manages the lifecycle of KartDynamics, handles moving floors and trick rotation.
Definition
KartPhysics.hh:13
Kinoko::Kart
Pertains to kart-related functionality.
Definition
BoxColManager.hh:14
Kinoko::Kart::KartAccessor
Shared between classes who inherit KartObjectProxy so they can access one another.
Definition
KartObjectProxy.hh:54
game
kart
KartObject.hh
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Malleo
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