A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectShip64.hh
1#pragma once
2
3#include "game/field/ObjectCollisionCylinder.hh"
4#include "game/field/obj/ObjectCollidable.hh"
5
6namespace Field {
7
8class ObjectShip64 final : public ObjectCollidable {
9public:
12
13 void init() override;
14 void calc() override;
15
17 [[nodiscard]] u32 loadFlags() const override {
18 return 1;
19 }
20
22 [[nodiscard]] const char *getResources() const override {
23 return "DKShip64";
24 }
25
27 [[nodiscard]] const char *getKclName() const override {
28 return "DKShip64";
29 }
30
31 void createCollision() override;
32 void calcCollisionTransform() override;
33 bool checkCollision(ObjectCollisionBase *lhs, EGG::Vector3f &dist) override;
34
35private:
36 EGG::Vector3f m_tangent;
37 ObjectCollisionCylinder *m_auxCollision;
38};
39
40} // namespace Field
The base class that all objects' collision inherits from.
Pertains to collision.
A 3D float vector.
Definition Vector.hh:88