A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectDokan.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Field {
6
7class ObjectDokan final : public ObjectCollidable {
8public:
10 ~ObjectDokan() override;
11
12 void init() override;
13 void calc() override;
14
16 [[nodiscard]] u32 loadFlags() const override {
17 return 1;
18 }
19
20 void calcCollisionTransform() override;
21
22 Kart::Reaction onCollision(Kart::KartObject *kartObj, Kart::Reaction reactionOnKart,
23 Kart::Reaction reactionOnObj, EGG::Vector3f &hitDepth) override;
24
25private:
26 void calcFloor();
27
28 bool m_b0;
29 EGG::Vector3f m_velocity;
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:83