Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodbox.cc
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#include "ObjectWoodbox.hh"
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namespace
Kinoko::Field
{
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ObjectWoodbox::ObjectWoodbox(
const
System::MapdataGeoObj ¶ms) :
ObjectBreakable
(params) {}
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ObjectWoodbox::~ObjectWoodbox() =
default
;
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void
ObjectWoodbox::calcCollisionTransform() {
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constexpr
f32 HALF_SIZE = 100.0f;
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constexpr
EGG::Vector3f POS_OFFSET = EGG::Vector3f(0.0f, HALF_SIZE, 0.0f);
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if
(!m_collision) {
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return
;
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}
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calcTransform();
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EGG::Matrix34f mat = transform();
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mat.setBase(3, pos() + POS_OFFSET);
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m_collision->transform(mat, scale(), getCollisionTranslation());
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}
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}
// namespace Kinoko::Field
Kinoko::Field::ObjectBreakable
Definition
ObjectBreakable.hh:7
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectWoodbox.cc
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.17.0