Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectShip64.hh
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#pragma once
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#include "game/field/ObjectCollisionCylinder.hh"
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Field
{
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class
ObjectShip64
final :
public
ObjectCollidable
{
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public
:
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ObjectShip64
(
const
System::MapdataGeoObj
¶ms);
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~ObjectShip64
();
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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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[[nodiscard]]
const
char
*getResources()
const override
{
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return
"DKShip64"
;
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}
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[[nodiscard]]
const
char
*getKclName()
const override
{
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return
"DKShip64"
;
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}
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void
createCollision()
override
;
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void
calcCollisionTransform()
override
;
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bool
checkCollision(
ObjectCollisionBase
*lhs,
EGG::Vector3f
&dist)
override
;
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private
:
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EGG::Vector3f
m_tangent;
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ObjectCollisionCylinder
*m_auxCollision;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectCollisionBase
The base class that all objects' collision inherits from.
Definition
ObjectCollisionBase.hh:24
Field::ObjectCollisionCylinder
Definition
ObjectCollisionCylinder.hh:7
Field::ObjectShip64
Definition
ObjectShip64.hh:8
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:88
game
field
obj
ObjectShip64.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
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1.12.0