Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectBeltCrossing.hh
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#pragma once
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#include "game/field/obj/ObjectBelt.hh"
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namespace
Field
{
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class
ObjectBeltCrossing
final :
public
ObjectBelt
{
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public
:
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ObjectBeltCrossing
(
const
System::MapdataGeoObj
¶ms);
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~ObjectBeltCrossing
()
override
;
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[[nodiscard]]
EGG::Vector3f
calcRoadVelocity(
u32
variant,
const
EGG::Vector3f
&pos,
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u32
timeOffset)
const override
;
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[[nodiscard]]
bool
isMoving(
u32
variant,
const
EGG::Vector3f
&pos)
const override
;
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};
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}
// namespace Field
Field::ObjectBeltCrossing
The conveyers in the first section of Toad's Factory.
Definition
ObjectBeltCrossing.hh:8
Field::ObjectBelt
The base class for a conveyer belt which induces road velocity.
Definition
ObjectBelt.hh:8
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
EGG::Vector3f
A 3D float vector.
Definition
Vector.hh:87
game
field
obj
ObjectBeltCrossing.hh
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Malleo
. Logo by
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