Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectCollisionSphere.hh
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#pragma once
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#include "game/field/ObjectCollisionBase.hh"
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namespace
Field
{
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class
ObjectCollisionSphere
:
public
ObjectCollisionBase
{
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public
:
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ObjectCollisionSphere
(f32 radius,
const
EGG::Vector3f
¢er);
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~ObjectCollisionSphere
()
override
;
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void
transform(
const
EGG::Matrix34f
&mat,
const
EGG::Vector3f
&scale,
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const
EGG::Vector3f
&speed)
override
;
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const
EGG::Vector3f
&getSupport(
const
EGG::Vector3f
&v)
const override
;
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f32 getBoundingRadius()
const override
{
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return
m_scaledRadius;
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}
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private
:
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f32 m_radius;
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EGG::Vector3f
m_pos;
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f32 m_scaledRadius;
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EGG::Vector3f
m_scaledPos;
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EGG::Vector3f
m_worldPos;
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EGG::Vector3f
m_center;
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};
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}
// namespace Field
EGG::Matrix34f
A 3 x 4 matrix.
Definition
Matrix.hh:8
Field::ObjectCollisionBase
The base class that all objects' collision inherits from.
Definition
ObjectCollisionBase.hh:24
Field::ObjectCollisionSphere
Definition
ObjectCollisionSphere.hh:7
Field
Pertains to collision.
Definition
BoxColManager.cc:8
EGG::Vector3f
A 3D float vector.
Definition
Vector.hh:83
game
field
ObjectCollisionSphere.hh
Made by
Malleo
. Logo by
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