A reimplementation of Mario Kart Wii's physics engine in C++
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MapdataJugemPoint.hh
1#pragma once
2
3#include "game/system/map/MapdataAccessorBase.hh"
4
5#include <egg/math/Vector.hh>
6
7namespace System {
8
11public:
12 struct SData {
13 EGG::Vector3f pos;
14 EGG::Vector3f rot;
15 u8 _18[0x1c - 0x18];
16 };
17 static_assert(sizeof(SData) == 0x1c);
18
19 MapdataJugemPoint(const SData *data);
20 void read(EGG::Stream &stream);
21
23 const EGG::Vector3f &pos() const {
24 return m_pos;
25 }
26
27 const EGG::Vector3f &rot() const {
28 return m_rot;
29 }
31
32private:
33 const SData *m_rawData;
34 EGG::Vector3f m_pos;
35 EGG::Vector3f m_rot;
36};
37
39 : public MapdataAccessorBase<MapdataJugemPoint, MapdataJugemPoint::SData> {
40public:
43};
44
45} // namespace System
A stream of data, abstracted to allow for continuous seeking.
Definition Stream.hh:10
This class represents the course's respawn positions.
High-level handling for generic system operations, such as input reading, race configuration,...
Definition CourseMap.cc:5
A 3D float vector.
Definition Vector.hh:83