Minor Update - V.9.2.0
[FEAT] : - Add More Object Property to the save and load
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@@ -10,6 +10,20 @@ enum class ObjectType
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Unknown
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};
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enum class ShaderType
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{
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CEL_SHADING,
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LIGHTING,
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NORMAL_MAPPING,
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SPECULAR_MAPPING,
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REFLECTION,
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REFRACTION,
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TEXTURE,
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SKYBOX,
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SUNLIGHT,
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ALPHA_MAPPING
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};
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class Object : public ModelClass
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{
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public:
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@@ -63,32 +77,24 @@ public:
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void SetName(std::string name);
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int SetId(int id);
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int GetId() const;
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void SetType(ObjectType type) { m_type = type; };
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void SetType(ObjectType type);
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ObjectType GetType() const { return m_type; };
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enum ShaderType
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{
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CEL_SHADING,
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LIGHTING,
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NORMAL_MAPPING,
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SPECULAR_MAPPING,
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REFLECTION,
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REFRACTION,
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TEXTURE,
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SKYBOX,
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SUNLIGHT,
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ALPHA_MAPPING
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};
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ShaderType GetActiveShader() const { return m_activeShader; };
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void SetActiveShader(ShaderType activeShader) { m_activeShader = activeShader; };
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float GetBoundingRadius() const;
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void SetBoundingRadius(float radius) { m_boundingRadius = radius; }
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void SetModelPath(std::wstring& path) { m_modelPath = path; }
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std::wstring& GetModelPath() { return m_modelPath; }
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ShaderType StringToShaderType(const std::string& shaderType);
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std::string ShaderTypeToString(ShaderType shaderType);
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ObjectType StringToObjectType(const std::string& objectType);
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std::string ObjectTypeToString(ObjectType objectType);
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public :
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bool m_demoSpinning = false;
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XMVECTOR m_previousPosition;
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@@ -109,8 +115,9 @@ private:
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std::string m_name;
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ObjectType m_type = ObjectType::Unknown;
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ShaderType m_activeShader = LIGHTING;
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ShaderType m_activeShader = ShaderType::LIGHTING;
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float m_boundingRadius;
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std::wstring m_modelPath;
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