A reimplementation of Mario Kart Wii's physics engine in C++
Loading...
Searching...
No Matches
ObjectBeltCrossing.hh
1#pragma once
2
3#include "game/field/obj/ObjectBelt.hh"
4
5namespace Kinoko::Field {
6
8class ObjectBeltCrossing final : public ObjectBelt {
9public:
10 ObjectBeltCrossing(const System::MapdataGeoObj &params);
11 ~ObjectBeltCrossing() override;
12
13 [[nodiscard]] EGG::Vector3f calcRoadVelocity(u32 variant, const EGG::Vector3f &pos,
14 u32 timeOffset) const override;
15
16 [[nodiscard]] bool isMoving(u32 variant, const EGG::Vector3f &pos) const override;
17};
18
19} // namespace Kinoko::Field
Pertains to collision.
A 3D float vector.
Definition Vector.hh:107