Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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MapdataGeoObj.cc
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#include "MapdataGeoObj.hh"
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namespace
Kinoko::System
{
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MapdataGeoObj::MapdataGeoObj(
const
SData *data) : m_rawData(data) {
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EGG::RamStream stream = EGG::RamStream(data,
sizeof
(SData));
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read(stream);
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}
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void
MapdataGeoObj::read(EGG::Stream &stream) {
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m_id = stream.read_u16();
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stream.skip(2);
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m_pos.read(stream);
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m_rot.read(stream);
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m_scale.read(stream);
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m_pathId = stream.read_s16();
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for
(
auto
&setting : m_settings) {
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setting = stream.read_u16();
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}
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m_presenceFlag = stream.read_u16();
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}
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MapdataGeoObjAccessor::MapdataGeoObjAccessor(
const
MapSectionHeader *header)
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: MapdataAccessorBase<MapdataGeoObj, MapdataGeoObj::SData>(header) {
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init(
reinterpret_cast<
const
MapdataGeoObj::SData *
>
(m_sectionHeader + 1),
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parse<u16>(m_sectionHeader->count));
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}
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MapdataGeoObjAccessor::~MapdataGeoObjAccessor() =
default
;
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}
// namespace Kinoko::System
Kinoko::System
High-level handling for generic system operations, such as input reading, race configuration,...
Definition
CourseMap.cc:5
game
system
map
MapdataGeoObj.cc
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