Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectBeltCrossing.cc
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#include "ObjectBeltCrossing.hh"
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namespace
Kinoko::Field
{
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ObjectBeltCrossing::ObjectBeltCrossing(
const
System::MapdataGeoObj ¶ms) :
ObjectBelt
(params) {
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m_roadVel = 28.0f;
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}
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ObjectBeltCrossing::~ObjectBeltCrossing() =
default
;
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EGG::Vector3f ObjectBeltCrossing::calcRoadVelocity(u32 variant,
const
EGG::Vector3f &
/*pos*/
,
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u32
/*timeOffset*/
)
const
{
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switch
(variant) {
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case
0:
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return
-EGG::Vector3f::ex * m_roadVel;
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case
1:
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return
EGG::Vector3f::ex * m_roadVel;
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default
:
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return
EGG::Vector3f::zero;
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}
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}
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bool
ObjectBeltCrossing::isMoving(u32 variant,
const
EGG::Vector3f &
/*pos*/
)
const
{
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return
variant == 0 || variant == 1;
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}
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}
// namespace Kinoko::Field
Kinoko::Field::ObjectBelt
The base class for a conveyor belt which induces road velocity.
Definition
ObjectBelt.hh:8
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectBeltCrossing.cc
Made by
Malleo
. Logo by
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. Website generated by
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