Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectBeltEasy.cc
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#include "ObjectBeltEasy.hh"
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namespace
Field
{
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ObjectBeltEasy::ObjectBeltEasy(
const
System::MapdataGeoObj
¶ms) : ObjectBelt(params) {
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m_roadVel = 20.0f;
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}
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ObjectBeltEasy::~ObjectBeltEasy() =
default
;
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EGG::Vector3f
ObjectBeltEasy::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
2:
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return
EGG::Vector3f::ex * m_roadVel;
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case
3:
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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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}
// namespace Field
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
ObjectBeltEasy.cc
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.12.0