Major Update - V9.0.0
[FEAT] : + Add Save and Load system for scene but only for kobject
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@@ -93,7 +93,7 @@ public:
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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 AddKobject(std::wstring& filepath);
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void SetPath(WCHAR* path) { m_path = path; };
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void SetWFolder(std::filesystem::path WFolder) { m_WFolder = WFolder; };
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@@ -152,6 +152,9 @@ public:
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void LoadScene();
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void SetScenePath(std::string path) { m_scenePath = path; };
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std::wstring GetScenePath();
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std::string ConvertWStringToString(const std::wstring& wstr);
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private:
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bool Render(float, float, float, float, float);
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@@ -167,6 +170,7 @@ private:
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void ConstructSkybox(); // Construct the skybox
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void UpdateSkyboxPosition(); // Update the skybox position
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bool RenderSkybox(XMMATRIX view, XMMATRIX projection); // Render the skybox
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public :
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std::vector<ID3D11ShaderResourceView*> textures;
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@@ -86,6 +86,9 @@ public:
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float GetBoundingRadius() const;
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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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public :
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bool m_demoSpinning = false;
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XMVECTOR m_previousPosition;
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@@ -110,4 +113,5 @@ private:
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ShaderType m_activeShader = LIGHTING;
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float m_boundingRadius;
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std::wstring m_modelPath;
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};
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