Drag and drop ImGui
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@ -220,10 +220,9 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
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m_initialWindowHeight = newHeight;
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}
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}
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case WM_DROPFILES:
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{
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HDROP hDrop = reinterpret_cast<HDROP>(wparam);
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HDROP hDrop = reinterpret_cast<HDROP>(wparam);
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UINT numFiles = DragQueryFile(hDrop, 0xFFFFFFFF, nullptr, 0);
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if (numFiles > 0) {
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@ -233,13 +232,13 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
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WCHAR filePath[MAX_PATH];
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DragQueryFile(hDrop, i, filePath, MAX_PATH);
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std::wcout << L"File dropped: " << filePath << std::endl;
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m_Application->AddKobject(filePath);
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}
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}
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DragFinish(hDrop);
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return 0;
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}
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// Any other messages send to the default message handler as our application won't make use of them.
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default:
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{
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@ -362,6 +362,13 @@ void ApplicationClass::Shutdown()
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}
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m_terrainChunk.clear();
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for (auto object : m_object)
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{
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object->Shutdown();
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delete object;
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}
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m_object.clear();
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// Release the multitexture shader object.
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if (m_MultiTextureShader)
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{
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@ -559,10 +566,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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lightPosition[i] = m_Lights[i].GetPosition();
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}
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// Render the model using the multitexture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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@ -626,6 +629,30 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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}
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}
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for (auto object : m_object)
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{
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scaleMatrix = object->GetScaleMatrix();
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if (object->m_demoSpinning)
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rotateMatrix = XMMatrixRotationY(rotation);
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else
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{
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rotateMatrix = object->GetRotateMatrix();
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}
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translateMatrix = object->GetTranslateMatrix();
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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object->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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if (!result)
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{
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return false;
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}
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}
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// Render terrain
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for (auto chunk : m_terrainChunk)
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{
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@ -717,6 +744,31 @@ void ApplicationClass::GenerateTerrain()
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}
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void ApplicationClass::AddKobject(WCHAR* filepath)
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{
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char modelFilename[128];
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char textureFilename[128];
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char textureFilename2[128];
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filesystem::path p(filepath);
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string filename = p.stem().string();
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size_t convertedChars = 0;
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wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath, _TRUNCATE);
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// Set the name of the texture file that we will be loading.
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strcpy_s(textureFilename, "stone01.tga");
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strcpy_s(textureFilename2, "moss01.tga");
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Object* newObject = new Object();
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newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2);
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newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
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newObject->SetName(filename);
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m_object.push_back(newObject);
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}
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void ApplicationClass::AddCube()
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{
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char modelFilename[128];
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@ -739,13 +791,13 @@ void ApplicationClass::AddCube()
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m_cubes.push_back(newCube);
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}
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void ApplicationClass::DeleteCube(int index)
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void ApplicationClass::DeleteKobject(int index)
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{
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if (index < m_cubes.size())
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if (index < m_object.size())
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{
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m_cubes[index]->Shutdown();
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delete m_cubes[index];
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m_cubes.erase(m_cubes.begin() + index);
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m_object[index]->Shutdown();
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delete m_object[index];
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m_object.erase(m_object.begin() + index);
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}
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}
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@ -11,6 +11,7 @@
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#include "lightshaderclass.h"
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#include "lightclass.h"
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#include <vector>
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#include <filesystem>
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#include "multitextureshaderclass.h"
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#include "bitmapclass.h"
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@ -53,11 +54,13 @@ public:
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void SetSpeed(float speed) { this->speed = speed; };
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void AddCube();
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void DeleteCube(int index);
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void DeleteKobject(int index);
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int GetCubeCount() const { return m_cubes.size(); };
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int GetTerrainCubeCount() const { return m_terrainChunk.size(); };
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std::vector<Object*> GetCubes() const { return m_cubes; };
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std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
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std::vector<Object*> GetKobjects() const { return m_object; };
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void AddKobject(WCHAR* filepath);
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void GenerateTerrain();
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void DeleteTerrain();
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@ -89,6 +92,7 @@ private:
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FpsClass* m_Fps;
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TextClass* m_FpsString;
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int m_previousFps;
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std::vector<Object*> m_object;
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};
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#endif
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@ -81,15 +81,16 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
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{
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ImGui::Begin("Objects");
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int index = 0;
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for (auto& object : app->GetCubes())
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for (auto& object : app->GetKobjects())
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{
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std::string headerName = "Object " + std::to_string(index);
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std::string headerName = object->GetName() + " " + std::to_string(index);
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if (ImGui::CollapsingHeader(headerName.c_str()))
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{
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XMVECTOR position = object->GetPosition();
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XMVECTOR rotation = object->GetRotation();
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XMVECTOR scale = object->GetScale();
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float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
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std::string posLabel = "Position##" + std::to_string(index);
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if (ImGui::DragFloat3(posLabel.c_str(), pos))
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@ -117,7 +118,7 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
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std::string deleteLabel = "Delete##" + std::to_string(index);
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if (ImGui::Button(deleteLabel.c_str()))
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{
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app->DeleteCube(index);
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app->DeleteKobject(index);
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}
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ImGui::Separator();
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@ -117,4 +117,48 @@ void Object::SetScale(XMVECTOR scale)
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matrix._22 = XMVectorGetY(scale);
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matrix._33 = XMVectorGetZ(scale);
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m_scaleMatrix = XMLoadFloat4x4(&matrix);
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}
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void Object::UpdateWorldMatrix()
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{
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m_worldMatrix = m_scaleMatrix * m_rotateMatrix * m_translateMatrix;
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}
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void Object::UpdateSRMatrix()
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{
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m_srMatrix = m_scaleMatrix * m_rotateMatrix;
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}
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void Object::UpdateTranslateMatrix()
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{
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m_translateMatrix = XMMatrixTranslationFromVector(GetPosition());
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}
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void Object::UpdateRotateMatrix()
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{
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m_rotateMatrix = XMMatrixRotationRollPitchYawFromVector(GetRotation());
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}
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void Object::UpdateScaleMatrix()
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{
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m_scaleMatrix = XMMatrixScalingFromVector(GetScale());
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}
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void Object::Update()
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{
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UpdateWorldMatrix();
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UpdateSRMatrix();
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UpdateTranslateMatrix();
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UpdateRotateMatrix();
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UpdateScaleMatrix();
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}
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std::string Object::GetName()
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{
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return m_name;
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}
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void Object::SetName(std::string name)
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{
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m_name = name;
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}
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@ -27,6 +27,17 @@ public:
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XMVECTOR GetRotation();
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XMVECTOR GetScale();
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void UpdateWorldMatrix();
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void UpdateSRMatrix();
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void UpdateScaleMatrix();
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void UpdateRotateMatrix();
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void UpdateTranslateMatrix();
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void Update();
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std::string GetName();
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void SetName(std::string name);
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public :
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bool m_demoSpinning = false;
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@ -37,4 +48,5 @@ private:
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XMMATRIX m_srMatrix;
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XMMATRIX m_worldMatrix;
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std::string m_name;
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};
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