Ajout collision semi fonctionnelle entre 2 spheres
feat: + collision entre 2 spheres, fonctionne a moitie, overlap entre les 2
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@@ -748,8 +748,14 @@ bool ApplicationClass::Frame(InputClass* Input)
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{
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if (m_Physics->IsColliding(object, chunk))
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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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//// Stop movement in any direction
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//object->SetVelocity(XMVectorZero());
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//object->SetAcceleration(XMVectorZero());
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object->SetGrounded(true);
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}
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}
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@@ -1265,21 +1271,21 @@ void ApplicationClass::GenerateTerrain()
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int scaleX, scaleY, scaleZ;
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scaleX = 10.0f;
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scaleY = 1.0f;
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scaleY = 10.0f;
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scaleZ = 10.0f;
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scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
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// Set the file name of the model.
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strcpy_s(modelFilename, "cube.txt");
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strcpy_s(modelFilename, "sphere.txt");
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strcpy_s(textureFilename, "stone01.tga");
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strcpy_s(textureFilename2, "moss01.tga");
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strcpy_s(textureFilename3, "alpha01.tga");
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// for loop to generate terrain chunks for a 10x10 grid
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for (int i = 0; i < 10; i++)
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for (int i = 0; i < 1; i++)
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{
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for (int j = 0; j < 10; j++)
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for (int j = 0; j < 1; j++)
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{
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Object* newTerrain = new Object();
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newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3);
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@@ -1288,7 +1294,7 @@ void ApplicationClass::GenerateTerrain()
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newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * (scaleX * 2), -10.0f, j * (scaleZ * 2)));
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newTerrain->SetName("cube");
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newTerrain->SetName("sphere");
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m_terrainChunk.push_back(newTerrain);
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