A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodboxWSub.cc
1#include "ObjectWoodboxWSub.hh"
2
3namespace Field {
4
6ObjectWoodboxWSub::ObjectWoodboxWSub(const System::MapdataGeoObj &params) : ObjectWoodbox(params) {}
7
9ObjectWoodboxWSub::~ObjectWoodboxWSub() = default;
10
12void ObjectWoodboxWSub::calc() {
13 if (m_state - 1 > 1) {
14 return;
15 }
16
17 calcPosition();
18}
19
21void ObjectWoodboxWSub::calcPosition() {
22 auto status = m_railInterpolator->calc();
23
24 if (status == RailInterpolator::Status::ChangingDirection) {
25 m_state = 0;
26 }
27
28 m_pos = m_railInterpolator->curPos();
29 m_flags.setBit(eFlags::Position);
30}
31
32} // namespace Field
Pertains to collision.