Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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RailManager.hh
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#pragma once
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#include "game/field/RailInterpolator.hh"
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#include <vector>
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namespace
Field
{
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// TODO: Inherit EGG::Disposer
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class
RailManager
{
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public
:
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const
Rail
*rail(
size_t
idx)
const
{
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ASSERT(idx < m_rails.size());
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return
m_rails[idx];
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}
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static
RailManager
*CreateInstance();
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static
void
DestroyInstance();
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static
RailManager
*Instance() {
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return
s_instance;
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}
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private
:
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RailManager
();
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~RailManager
();
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void
createPaths();
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std::vector<Rail *> m_rails;
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std::span<RailInterpolator *> m_interpolators;
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u16
m_totalRails;
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u16
m_interpolatorTotal;
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u16
m_extraInterplatorCount;
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u16
m_pointCount;
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u16
m_cameraPointCount;
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u16
m_cameraCount;
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static
RailManager
*s_instance;
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};
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}
// namespace Field
Field::RailManager
Definition
RailManager.hh:10
Field::Rail
Definition
Rail.hh:22
uint16_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
RailManager.hh
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