A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectBoble.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Field {
6
8public:
10 ~ObjectBoble() override;
11
12 void init() override;
13 void calc() override;
14
16 [[nodiscard]] u32 loadFlags() const override {
17 return 1;
18 }
19
21 Kart::Reaction onCollision(Kart::KartObject * /*kartObj*/, Kart::Reaction reactionOnKart,
22 Kart::Reaction /*reactionOnObj*/, EGG::Vector3f & /*hitDepth*/) override {
23 return reactionOnKart;
24 }
25
26private:
27 void calcTangent();
28
29 EGG::Vector3f m_curTangentDir;
30};
31
32} // namespace Field
The highest level abstraction for a kart.
Definition KartObject.hh:11
Pertains to collision.
A 3D float vector.
Definition Vector.hh:87