Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectSanbo.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Field
{
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class
ObjectSanbo
final :
public
ObjectCollidable
{
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public
:
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ObjectSanbo
(
const
System::MapdataGeoObj
¶ms);
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~ObjectSanbo
()
override
;
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void
init()
override
;
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void
calc()
override
;
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[[nodiscard]]
u32
loadFlags()
const override
{
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return
1;
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}
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private
:
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void
calcMove();
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void
checkSphere
();
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bool
m_standstill
;
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u32
m_stillDuration
;
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f32
m_yVel
;
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EGG::Vector3f
m_up;
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EGG::Vector3f
m_tangent;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectSanbo
Definition
ObjectSanbo.hh:7
Field::ObjectSanbo::m_yVel
f32 m_yVel
Falling speed.
Definition
ObjectSanbo.hh:26
Field::ObjectSanbo::checkSphere
void checkSphere()
Handles collision between the pokie and the floor (including sandcones).
Definition
ObjectSanbo.cc:62
Field::ObjectSanbo::m_standstill
bool m_standstill
Whether or not the pokey is currently walking.
Definition
ObjectSanbo.hh:24
Field::ObjectSanbo::m_stillDuration
u32 m_stillDuration
Frames before the pokey will start to walk.
Definition
ObjectSanbo.hh:25
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
EGG::Vector3f
A 3D float vector.
Definition
Vector.hh:87
game
field
obj
ObjectSanbo.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.12.0