Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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KartSuspension.hh
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#pragma once
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#include "game/kart/KartSuspensionPhysics.hh"
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namespace
Kinoko::Kart
{
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class
KartSuspension :
protected
KartObjectProxy {
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public
:
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KartSuspension();
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virtual
~KartSuspension();
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void
init(u16 wheelIdx,
KartSuspensionPhysics::TireType
tireType, u16 bspWheelIdx);
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void
initPhysics();
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void
setInitialState();
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[[nodiscard]]
KartSuspensionPhysics
*suspPhysics() {
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return
m_physics;
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}
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private
:
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KartSuspensionPhysics
*m_physics;
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};
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class
KartSuspensionFrontBike :
public
KartSuspension {
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public
:
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KartSuspensionFrontBike();
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~KartSuspensionFrontBike();
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};
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class
KartSuspensionRearBike :
public
KartSuspension {
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public
:
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KartSuspensionRearBike();
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~KartSuspensionRearBike();
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};
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}
// namespace Kinoko::Kart
Kinoko::Kart::KartSuspensionPhysics
Physics for a single wheel's suspension.
Definition
KartSuspensionPhysics.hh:114
Kinoko::Kart::KartSuspensionPhysics::TireType
TireType
Every other kart tire is a mirror of the first. Bikes do not leverage this.
Definition
KartSuspensionPhysics.hh:117
Kinoko::Kart
Pertains to kart-related functionality.
Definition
BoxColManager.hh:14
game
kart
KartSuspension.hh
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