Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
Toggle main menu visibility
Loading...
Searching...
No Matches
ObjectEscalatorGroup.cc
1
#include "ObjectEscalatorGroup.hh"
2
3
#include "game/field/obj/ObjectEscalator.hh"
4
5
namespace
Kinoko::Field
{
6
8
ObjectEscalatorGroup::ObjectEscalatorGroup(
const
System::MapdataGeoObj ¶ms)
9
:
ObjectCollidable
(params) {
10
constexpr
f32 X_OFFSET = 1465.0f;
11
constexpr
f32 Y_OFFSET = 510.0f;
12
constexpr
f32 Z_OFFSET = 50.0f;
13
constexpr
EGG::Vector3f POS_OFFSET = EGG::Vector3f(0.0f, Y_OFFSET, Z_OFFSET);
14
constexpr
EGG::Vector3f RIGHT_OFFSET = EGG::Vector3f(X_OFFSET, -Y_OFFSET, -Z_OFFSET);
15
constexpr
EGG::Vector3f LEFT_OFFSET = EGG::Vector3f(-X_OFFSET, -Y_OFFSET, -Z_OFFSET);
16
constexpr
EGG::Vector3f SCALE = EGG::Vector3f(1.75f, 1.75f, 1.75f);
17
18
addPos(POS_OFFSET);
19
setScale(SCALE);
20
21
m_rightEscalator = EGG::egg_new<ObjectEscalator>(params,
false
);
22
m_leftEscalator = EGG::egg_new<ObjectEscalator>(params,
true
);
23
24
calcTransform();
25
m_rightEscalator->m_initialPos = pos() + transform().multVector33(RIGHT_OFFSET);
26
m_leftEscalator->m_initialPos = pos() + transform().multVector33(LEFT_OFFSET);
27
28
m_rightEscalator->load();
29
m_leftEscalator->load();
30
}
31
33
ObjectEscalatorGroup::~ObjectEscalatorGroup() =
default
;
34
35
}
// namespace Kinoko::Field
Kinoko::Field::ObjectCollidable
Definition
ObjectCollidable.hh:18
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectEscalatorGroup.cc
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.17.0