Minor update - ui x physix
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c707e49561
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39fa32603f
@ -34,11 +34,6 @@ ApplicationClass::~ApplicationClass()
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{
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m_ShouldQuit = true;
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// wait for the physics thread to finish
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while (m_Physics)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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}
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}
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@ -409,9 +404,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Physics = new Physics;
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std::thread physicsThread(&ApplicationClass::PhysicsThreadFunction, this);
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physicsThread.detach();
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}
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catch (const std::exception& e)
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@ -774,6 +766,8 @@ bool ApplicationClass::Frame(InputClass* Input)
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m_Inputs.m_KeyUp = Input->IsUpArrowPressed();
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m_Inputs.m_KeyDown = Input->IsDownArrowPressed();
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RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, frameTime);
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// Render the scene to a render texture.
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result = RenderSceneToTexture(rotation);
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if (!result)
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@ -1397,6 +1391,8 @@ void ApplicationClass::GenerateTerrain()
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newTerrain->SetName(filenameWithoutExtension);
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newTerrain->SetType(ObjectType::Cube);
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m_terrainChunk.push_back(newTerrain);
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}
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@ -1462,7 +1458,6 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
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newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
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newObject->SetName(filename);
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newObject->SetId(m_ObjectId);
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newObject->SetType(ObjectType::Cube);
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m_ObjectId++;
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@ -1880,115 +1875,105 @@ void ApplicationClass::ConstructFrustum()
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}
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bool ApplicationClass::RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime) {
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const float maxSpeed = 50.0f; // Limite de vitesse maximale
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const int subSteps = 10; // Nombre de sous-étapes pour la simulation
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const float subDeltaTime = deltaTime / subSteps;
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for (auto& object : m_object)
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{
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if (object == nullptr)
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{
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for (auto& object : m_object) {
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if (object == nullptr) {
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Logger::Get().Log("Object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Reset acceleration for the new frame
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object->SetAcceleration(XMVectorZero());
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object->SetGrounded(false);
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for (auto& chunk : m_terrainChunk)
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{
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if (!m_Physics->IsColliding(object, chunk))
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{
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continue;
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}
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// Stop vertical movement, like gravity
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object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
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object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
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object->SetGrounded(true);
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if (!object->IsPhysicsEnabled()) {
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continue;
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}
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for (auto& object2 : m_object)
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{
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if (object->GetId() == object2->GetId())
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{
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continue;
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}
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if (!m_Physics->IsColliding(object, object2))
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{
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continue;
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}
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// Stop movement in any direction
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object->SetVelocity(XMVectorZero());
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for (int step = 0; step < subSteps; ++step) {
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// Reset acceleration for the new frame
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object->SetAcceleration(XMVectorZero());
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object->SetGrounded(false);
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for (auto& chunk : m_terrainChunk) {
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if (!m_Physics->IsColliding(object, chunk)) {
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continue;
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}
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object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
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object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
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object->SetGrounded(true);
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}
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for (auto& object2 : m_object) {
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if (object->GetId() == object2->GetId()) {
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continue;
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}
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if (!m_Physics->IsColliding(object, object2)) {
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continue;
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}
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object->SetVelocity(XMVectorZero());
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object->SetAcceleration(XMVectorZero());
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}
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float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
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if (keyLeft) {
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forceX = -10.0f;
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}
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if (keyRight) {
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forceX = 10.0f;
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}
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if (keyUp) {
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forceY = 40.0f;
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}
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if (keyDown && !object->IsGrounded()) {
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forceY = -40.0f;
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}
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XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
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m_Physics->AddForce(object, force);
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object->AddVelocity(subDeltaTime);
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XMVECTOR velocity = object->GetVelocity();
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float speed = XMVectorGetX(XMVector3Length(velocity));
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if (speed > maxSpeed) {
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velocity = XMVectorScale(velocity, maxSpeed / speed);
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object->SetVelocity(velocity);
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}
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XMVECTOR position = object->GetPosition();
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position = position + object->GetVelocity() * subDeltaTime;
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object->SetPosition(position);
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m_Physics->ApplyGravity(object, subDeltaTime);
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if (XMVectorGetY(object->GetPosition()) < -30.0f) {
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XMVECTOR currentPosition = object->GetPosition();
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object->SetPosition(XMVectorSetY(currentPosition, 50.0f));
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}
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object->m_previousPosition = object->GetPosition();
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}
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// Apply forces
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float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
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if (keyLeft)
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{
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forceX = -10.0f;
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}
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if (keyRight)
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{
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forceX = 10.0f;
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}
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if (keyUp)
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{
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forceY = 40.0f;
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}
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if (keyDown && !object->IsGrounded())
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{
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forceY = -40.0f;
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}
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XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
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m_Physics->AddForce(object, force);
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// Update velocity based on acceleration
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object->AddVelocity(deltaTime);
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// Update position based on velocity
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XMVECTOR position = object->GetPosition();
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position = position + object->GetVelocity() * deltaTime;
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object->SetPosition(position);
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m_Physics->ApplyGravity(object, deltaTime);
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// Check if the object has fallen below a certain position
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if (XMVectorGetY(object->GetPosition()) < -30.0f)
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{
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XMVECTOR currentPosition = object->GetPosition(); // Obtain the current position of the object
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object->SetPosition(XMVectorSetY(currentPosition, 50.0f)); // Define the new position of the object
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}
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object->m_previousPosition = object->GetPosition();
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}
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return true;
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}
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void ApplicationClass::PhysicsThreadFunction()
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{
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auto lastTime = std::chrono::high_resolution_clock::now();
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while (!m_ShouldQuit)
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{
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auto currentTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<float> elapsedTime = currentTime - lastTime;
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float deltaTime = elapsedTime.count();
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lastTime = currentTime;
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bool result = RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, deltaTime);
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bool result = RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, m_Timer->GetTime());
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if (!result)
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{
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Logger::Get().Log("Could not render the physics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
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return;
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}
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// Attendre 20 millisecondes (50 fois par seconde)
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std::this_thread::sleep_for(std::chrono::milliseconds(20));
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}
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}
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@ -33,7 +33,6 @@
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#include <WICTextureLoader.h>
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#include <comdef.h> // Pour _com_error
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#include <thread>
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#include <chrono>
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@ -155,8 +154,6 @@ private :
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HWND m_hwnd;
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bool m_windowed;
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int m_PhysicTickRate = 50; // physics execute 50 times per second
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// ------------------------------------- //
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// ------------- RENDERING ------------- //
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// ------------------------------------- //
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@ -259,6 +259,29 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
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// Physics
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std::string physicsLabel = "Physics##" + std::to_string(index);
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if (ImGui::Checkbox(physicsLabel.c_str(), &m_isPhyiscsEnabled))
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{
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object->SetPhysicsEnabled(m_isPhyiscsEnabled);
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}
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// 3 radio button on the same line to set the ObjectType
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std::string typeLabel = "Type##" + std::to_string(index);
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ObjectType type = object->GetType();
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if (ImGui::RadioButton("None", type == ObjectType::Unknown))
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{
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object->SetType(ObjectType::Unknown);
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}
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ImGui::SameLine();
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if (ImGui::RadioButton("Cube", type == ObjectType::Cube))
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{
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object->SetType(ObjectType::Cube);
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}
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ImGui::SameLine();
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if (ImGui::RadioButton("Sphere", type == ObjectType::Sphere))
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{
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object->SetType(ObjectType::Sphere);
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}
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ImGui::Separator();
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@ -47,7 +47,8 @@ private :
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bool showShaderWindow = false;
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bool showEngineSettingsWindow = false;
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private:
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bool m_isPhyiscsEnabled = false;
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ImGuiIO* io;
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ID3D11Device* m_device;
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@ -97,7 +97,7 @@ private:
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XMVECTOR m_acceleration;
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float m_mass;
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bool m_isGrounded;
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bool m_isPhysicsEnabled = false;
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bool m_isPhysicsEnabled;
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std::string m_name;
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ObjectType m_type = ObjectType::Unknown;
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@ -30,7 +30,7 @@ void Physics::SetGravity(XMVECTOR gravity)
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// Apply gravity to an object
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void Physics::ApplyGravity(Object* object, float dragValue)
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{
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if (object == nullptr) // Verify if the object is not null
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if (this == nullptr || object == nullptr) // Verify if 'this' and 'object' are not null
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{
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return;
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}
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