Modification scroll, fonctions en const
feat: + vitesse scroll et scroll et clic droit indépendantes refactor: + ajout de const sur certaines fonctions
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@ -105,7 +105,7 @@ void CameraClass::Render()
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return;
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}
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XMMATRIX CameraClass::GetViewMatrix(XMMATRIX& viewMatrix)
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XMMATRIX CameraClass::GetViewMatrix(XMMATRIX& viewMatrix) const
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{
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viewMatrix = m_viewMatrix;
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return viewMatrix;
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@ -164,7 +164,7 @@ void CameraClass::RenderReflection(float height)
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return;
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}
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void CameraClass::GetReflectionViewMatrix(XMMATRIX& reflectionViewMatrix)
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void CameraClass::GetReflectionViewMatrix(XMMATRIX& reflectionViewMatrix) const
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{
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reflectionViewMatrix = m_reflectionViewMatrix;
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return;
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@ -30,10 +30,10 @@ public:
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void Render();
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XMMATRIX GetViewMatrix(XMMATRIX& viewMatrix);
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XMMATRIX GetViewMatrix(XMMATRIX& viewMatrix) const;
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void RenderReflection(float);
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void GetReflectionViewMatrix(XMMATRIX&);
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void GetReflectionViewMatrix(XMMATRIX&) const;
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private:
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float m_positionX, m_positionY, m_positionZ;
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@ -11,6 +11,7 @@ PositionClass::PositionClass()
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m_leftTurnSpeed = 0.0f;
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m_rightTurnSpeed = 0.0f;
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m_cameraSpeed = 4.0f;
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m_speed = m_cameraSpeed;
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}
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@ -29,14 +30,14 @@ void PositionClass::SetFrameTime(float time)
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return;
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}
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void PositionClass::GetRotation(float& y, float& x)
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void PositionClass::GetRotation(float& y, float& x) const
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{
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y = m_rotationY;
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x = m_rotationX;
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return;
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}
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void PositionClass::GetPosition(float& x, float& y, float& z)
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void PositionClass::GetPosition(float& x, float& y, float& z) const
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{
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x = m_positionX;
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y = m_positionY;
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@ -172,22 +173,23 @@ void PositionClass::MoveCamera(bool forward, bool backward, bool left, bool righ
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if (scrollUp && !rightClick)
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{
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speed = m_cameraSpeed * 20 * m_frameTime;
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speed = m_speed * 20 * m_frameTime;
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m_positionX += sinf(radiansY) * cosf(radiansX) * speed;
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m_positionZ += cosf(radiansY) * cosf(radiansX) * speed;
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m_positionY -= sinf(radiansX) * speed;
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}
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speed = m_cameraSpeed * m_frameTime;
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if (scrollDown && !rightClick)
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{
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speed = m_cameraSpeed * 20 * m_frameTime;
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speed = m_speed * 20 * m_frameTime;
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m_positionX -= sinf(radiansY) * cosf(radiansX) * speed;
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m_positionZ -= cosf(radiansY) * cosf(radiansX) * speed;
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m_positionY += sinf(radiansX) * speed;
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}
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speed = m_cameraSpeed * m_frameTime;
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// If moving forward, the position moves in the direction of the camera and accordingly to its angle.
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if (forward)
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{
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@ -19,8 +19,8 @@ public:
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~PositionClass();
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void SetFrameTime(float);
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void GetRotation(float&, float&);
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void GetPosition(float&, float&, float&);
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void GetRotation(float&, float&) const;
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void GetPosition(float&, float&, float&) const;
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void TurnLeft(bool);
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void TurnRight(bool);
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@ -31,7 +31,7 @@ private:
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float m_frameTime;
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float m_rotationY, m_rotationX;
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float m_positionX, m_positionY, m_positionZ;
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float m_leftTurnSpeed, m_rightTurnSpeed, m_horizontalTurnSpeed, m_verticalTurnSpeed, m_cameraSpeed;
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float m_leftTurnSpeed, m_rightTurnSpeed, m_horizontalTurnSpeed, m_verticalTurnSpeed, m_cameraSpeed, m_speed;
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};
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#endif
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@ -123,7 +123,7 @@ void InputClass::KeyUp(unsigned int input)
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}
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bool InputClass::IsKeyDown(unsigned int key)
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bool InputClass::IsKeyDown(unsigned int key) const
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{
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// Return what state the key is in (pressed/not pressed).
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return m_keys[key];
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@ -244,7 +244,7 @@ void InputClass::ProcessInput()
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return;
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}
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bool InputClass::IsEscapePressed()
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bool InputClass::IsEscapePressed() const
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{
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// Do a bitwise and on the keyboard state to check if the escape key is currently being pressed.
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if (m_keyboardState[DIK_ESCAPE] & 0x80)
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@ -255,7 +255,7 @@ bool InputClass::IsEscapePressed()
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return false;
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}
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bool InputClass::IsLeftArrowPressed()
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bool InputClass::IsLeftArrowPressed() const
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{
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if (m_keyboardState[DIK_LEFT] & 0x80)
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{
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@ -266,7 +266,7 @@ bool InputClass::IsLeftArrowPressed()
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}
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bool InputClass::IsRightArrowPressed()
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bool InputClass::IsRightArrowPressed() const
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{
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if (m_keyboardState[DIK_RIGHT] & 0x80)
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{
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@ -276,7 +276,7 @@ bool InputClass::IsRightArrowPressed()
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return false;
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}
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bool InputClass::IsUpArrowPressed()
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bool InputClass::IsUpArrowPressed() const
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{
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if (m_keyboardState[DIK_UP] & 0x80)
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{
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@ -287,7 +287,7 @@ bool InputClass::IsUpArrowPressed()
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}
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bool InputClass::IsDownArrowPressed()
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bool InputClass::IsDownArrowPressed() const
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{
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if (m_keyboardState[DIK_DOWN] & 0x80)
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{
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@ -301,7 +301,7 @@ bool InputClass::IsDownArrowPressed()
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// Les touches correspondent aux claviers QWERTY //
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///////////////////////////////////////////////////
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bool InputClass::IsAPressed()
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bool InputClass::IsAPressed() const
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{
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// Touche A sur QWERTY, Q sur AZERTY
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if (m_keyboardState[DIK_A] & 0x80)
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@ -312,7 +312,7 @@ bool InputClass::IsAPressed()
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return false;
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}
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bool InputClass::IsDPressed()
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bool InputClass::IsDPressed() const
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{
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if (m_keyboardState[DIK_D] & 0x80)
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{
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@ -322,7 +322,7 @@ bool InputClass::IsDPressed()
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return false;
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}
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bool InputClass::IsWPressed()
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bool InputClass::IsWPressed() const
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{
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// Touche W sur QWERTY, Z sur AZERTY
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if (m_keyboardState[DIK_W] & 0x80)
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@ -333,7 +333,7 @@ bool InputClass::IsWPressed()
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return false;
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}
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bool InputClass::IsSPressed()
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bool InputClass::IsSPressed() const
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{
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if (m_keyboardState[DIK_S] & 0x80)
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{
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@ -343,7 +343,7 @@ bool InputClass::IsSPressed()
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return false;
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}
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bool InputClass::IsQPressed()
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bool InputClass::IsQPressed() const
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{
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// Touche Q sur QWERTY, A sur AZERTY
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if (m_keyboardState[DIK_Q] & 0x80)
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@ -354,7 +354,7 @@ bool InputClass::IsQPressed()
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return false;
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}
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bool InputClass::IsEPressed()
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bool InputClass::IsEPressed() const
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{
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if (m_keyboardState[DIK_E] & 0x80)
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{
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@ -364,14 +364,14 @@ bool InputClass::IsEPressed()
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return false;
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}
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void InputClass::GetMouseLocation(int& mouseX, int& mouseY)
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void InputClass::GetMouseLocation(int& mouseX, int& mouseY) const
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{
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mouseX = m_mouseX;
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mouseY = m_mouseY;
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return;
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}
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bool InputClass::IsLeftMousePressed()
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bool InputClass::IsLeftMousePressed() const
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{
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// Check the left mouse button state.
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if (m_mouseState.rgbButtons[0] & 0x80)
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@ -382,7 +382,7 @@ bool InputClass::IsLeftMousePressed()
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return false;
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}
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bool InputClass::IsRightMousePressed()
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bool InputClass::IsRightMousePressed() const
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{
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// Check the left mouse button state.
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if (m_mouseState.rgbButtons[1] & 0x80)
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@ -393,7 +393,7 @@ bool InputClass::IsRightMousePressed()
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return false;
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}
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bool InputClass::IsScrollUp()
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bool InputClass::IsScrollUp() const
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{
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if (m_mouseState.lZ > 0)
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{
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@ -403,7 +403,7 @@ bool InputClass::IsScrollUp()
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return false;
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}
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bool InputClass::IsScrollDown()
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bool InputClass::IsScrollDown() const
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{
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if (m_mouseState.lZ < 0)
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{
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@ -31,26 +31,26 @@ public:
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void Shutdown();
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bool Frame();
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bool IsEscapePressed();
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void GetMouseLocation(int&, int&);
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bool IsLeftMousePressed();
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bool IsRightMousePressed();
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bool IsEscapePressed() const;
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void GetMouseLocation(int&, int&) const;
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bool IsLeftMousePressed() const;
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bool IsRightMousePressed() const;
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void KeyDown(unsigned int);
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void KeyUp(unsigned int);
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bool IsLeftArrowPressed();
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bool IsRightArrowPressed();
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bool IsScrollUp();
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bool IsScrollDown();
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bool IsUpArrowPressed();
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bool IsDownArrowPressed();
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bool IsAPressed();
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bool IsDPressed();
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bool IsWPressed();
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bool IsSPressed();
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bool IsQPressed();
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bool IsEPressed();
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bool IsLeftArrowPressed() const;
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bool IsRightArrowPressed() const;
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bool IsScrollUp() const;
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bool IsScrollDown() const;
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bool IsUpArrowPressed() const;
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bool IsDownArrowPressed() const;
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bool IsAPressed() const;
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bool IsDPressed() const;
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bool IsWPressed() const;
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bool IsSPressed() const;
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bool IsQPressed() const;
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bool IsEPressed()const;
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bool IsKeyDown(unsigned int);
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bool IsKeyDown(unsigned int) const;
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private:
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bool m_keys[256];
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@ -42,27 +42,27 @@ void Object::SetWorldMatrix(XMMATRIX worldMatrix)
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m_worldMatrix = worldMatrix;
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}
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XMMATRIX Object::GetScaleMatrix()
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XMMATRIX Object::GetScaleMatrix() const
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{
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return m_scaleMatrix;
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}
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XMMATRIX Object::GetRotateMatrix()
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XMMATRIX Object::GetRotateMatrix() const
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{
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return m_rotateMatrix;
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}
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XMMATRIX Object::GetTranslateMatrix()
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XMMATRIX Object::GetTranslateMatrix() const
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{
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return m_translateMatrix;
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}
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XMMATRIX Object::GetSRMatrix()
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XMMATRIX Object::GetSRMatrix() const
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{
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return m_srMatrix;
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}
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XMMATRIX Object::GetWorldMatrix()
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XMMATRIX Object::GetWorldMatrix() const
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{
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return m_worldMatrix;
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}
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@ -172,7 +172,7 @@ void Object::SetVelocity(XMVECTOR velocity)
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m_velocity = velocity;
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}
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XMVECTOR Object::GetVelocity()
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XMVECTOR Object::GetVelocity() const
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{
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return m_velocity;
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}
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@ -182,7 +182,7 @@ void Object::SetAcceleration(XMVECTOR acceleration)
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m_acceleration = acceleration;
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}
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XMVECTOR Object::GetAcceleration()
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XMVECTOR Object::GetAcceleration() const
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{
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return m_acceleration;
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}
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@ -192,7 +192,7 @@ void Object::SetMass(float mass)
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m_mass = mass;
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}
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float Object::GetMass()
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float Object::GetMass() const
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{
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return m_mass;
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}
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@ -17,22 +17,22 @@ public:
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void SetRotation(XMVECTOR rotation);
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void SetScale(XMVECTOR scale);
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XMMATRIX GetScaleMatrix();
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XMMATRIX GetRotateMatrix();
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XMMATRIX GetTranslateMatrix();
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XMMATRIX GetSRMatrix();
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XMMATRIX GetWorldMatrix();
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XMMATRIX GetScaleMatrix() const;
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XMMATRIX GetRotateMatrix() const;
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XMMATRIX GetTranslateMatrix() const;
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XMMATRIX GetSRMatrix() const;
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XMMATRIX GetWorldMatrix() const;
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XMVECTOR GetPosition();
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XMVECTOR GetRotation();
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XMVECTOR GetScale();
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void SetVelocity(XMVECTOR);
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XMVECTOR GetVelocity();
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XMVECTOR GetVelocity() const;
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void SetAcceleration(XMVECTOR);
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XMVECTOR GetAcceleration();
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XMVECTOR GetAcceleration() const;
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void SetMass(float);
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float GetMass();
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float GetMass() const;
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void UpdateWorldMatrix();
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void UpdateSRMatrix();
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@ -15,7 +15,7 @@ Physics::~Physics()
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}
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// Get the gravity value
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XMVECTOR Physics::GetGravity()
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XMVECTOR Physics::GetGravity() const
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{
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return m_gravity;
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}
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@ -10,7 +10,7 @@ public:
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explicit Physics(const Physics&); // Use explicit to avoid implicit conversion
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~Physics();
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XMVECTOR GetGravity(); // Get the gravity value
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XMVECTOR GetGravity() const; // Get the gravity value
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void SetGravity(XMVECTOR gravity); // Define the gravity value
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void ApplyGravity(Object*, float); // Apply gravity to an object
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void ApplyDrag(Object*, float, float);
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