Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectDrivable.cc
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#include "ObjectDrivable.hh"
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#include "game/field/ObjectDrivableDirector.hh"
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namespace
Kinoko::Field
{
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ObjectDrivable::ObjectDrivable(
const
System::MapdataGeoObj ¶ms) :
ObjectBase
(params) {}
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ObjectDrivable::~ObjectDrivable() =
default
;
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void
ObjectDrivable::load() {
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createCollision();
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initCollision();
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loadAABB(getCollisionRadius());
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ObjectDrivableDirector::Instance()->addObject(
this
);
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}
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void
ObjectDrivable::loadAABB(f32 radius) {
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auto
*boxColMgr = BoxColManager::Instance();
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const
EGG::Vector3f &pos = getPosition();
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m_boxColUnit = boxColMgr->insertDrivable(radius, 0.0f, &pos,
false
,
this
);
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}
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}
// namespace Kinoko::Field
Kinoko::Field::ObjectBase
Definition
ObjectBase.hh:16
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectDrivable.cc
Made by
Malleo
. Logo by
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. Website generated by
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