Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectBoble.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Field
{
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class
ObjectBoble
:
public
ObjectCollidable
{
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public
:
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ObjectBoble
(
const
System::MapdataGeoObj
¶ms);
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~ObjectBoble
()
override
;
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void
init()
override
;
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void
calc()
override
;
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[[nodiscard]]
u32
loadFlags()
const override
{
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return
1;
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}
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Kart::Reaction onCollision(
Kart::KartObject
*
/*kartObj*/
, Kart::Reaction reactionOnKart,
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Kart::Reaction
/*reactionOnObj*/
,
EGG::Vector3f
&
/*hitDepth*/
)
override
{
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return
reactionOnKart;
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}
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private
:
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void
calcTangent();
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EGG::Vector3f
m_curTangentDir;
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};
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}
// namespace Field
Field::ObjectBoble
Definition
ObjectBoble.hh:7
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Kart::KartObject
The highest level abstraction for a kart.
Definition
KartObject.hh:11
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
ObjectBoble.hh
Made by
Malleo
. Logo by
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. Website generated by
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