Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodboxWSub.cc
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#include "ObjectWoodboxWSub.hh"
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namespace
Kinoko::Field
{
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ObjectWoodboxWSub::ObjectWoodboxWSub(
const
System::MapdataGeoObj ¶ms) :
ObjectWoodbox
(params) {}
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ObjectWoodboxWSub::~ObjectWoodboxWSub() =
default
;
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void
ObjectWoodboxWSub::calc() {
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if
(m_state - 1 > 1) {
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return
;
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}
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calcPosition();
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}
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void
ObjectWoodboxWSub::calcPosition() {
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auto
status = m_railInterpolator->calc();
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if
(status == RailInterpolator::Status::ChangingDirection) {
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m_state = 0;
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}
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setPos(m_railInterpolator->curPos());
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}
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}
// namespace Kinoko::Field
Kinoko::Field::ObjectWoodbox
Definition
ObjectWoodbox.hh:7
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectWoodboxWSub.cc
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.17.0