A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectBeltCrossing.cc
1#include "ObjectBeltCrossing.hh"
2
3namespace Field {
4
6ObjectBeltCrossing::ObjectBeltCrossing(const System::MapdataGeoObj &params) : ObjectBelt(params) {
7 m_roadVel = 28.0f;
8}
9
11ObjectBeltCrossing::~ObjectBeltCrossing() = default;
12
14EGG::Vector3f ObjectBeltCrossing::calcRoadVelocity(u32 variant, const EGG::Vector3f & /*pos*/,
15 u32 /*timeOffset*/) const {
16 switch (variant) {
17 case 0:
18 return -EGG::Vector3f::ex * m_roadVel;
19 case 1:
20 return EGG::Vector3f::ex * m_roadVel;
21 default:
22 return EGG::Vector3f::zero;
23 }
24}
25
27bool ObjectBeltCrossing::isMoving(u32 variant, const EGG::Vector3f & /*pos*/) const {
28 return variant == 0 || variant == 1;
29}
30
31} // namespace Field
Pertains to collision.
A 3D float vector.
Definition Vector.hh:87