Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectBeltCurveA.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
ObjectBeltCurveA
final :
public
ObjectBelt
{
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public
:
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ObjectBeltCurveA
(
const
System::MapdataGeoObj
¶ms);
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~ObjectBeltCurveA
()
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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return
variant == 4 || variant == 5;
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}
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private
:
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[[nodiscard]] f32 calcDirSwitchVelocity(
u32
t)
const
;
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bool
m_startForward;
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u16
m_dirChange1Frame;
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u16
m_dirChange2Frame;
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EGG::Matrix34f
m_initMat;
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};
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}
// namespace Field
EGG::Matrix34f
A 3 x 4 matrix.
Definition
Matrix.hh:8
Field::ObjectBeltCurveA
The curved conveyer belt at the end of the factory on Toad's Factory.
Definition
ObjectBeltCurveA.hh:9
Field::ObjectBelt
The base class for a conveyer belt which induces road velocity.
Definition
ObjectBelt.hh:8
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint16_t
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
EGG::Vector3f
A 3D float vector.
Definition
Vector.hh:87
game
field
obj
ObjectBeltCurveA.hh
Made by
Malleo
. Logo by
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