Physic rebuild start
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@@ -79,21 +79,26 @@ void Physics::AddForce(Object* object, XMVECTOR force)
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bool Physics::IsColliding(Object* object1, Object* object2)
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{
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ObjectType type1 = object1->GetType();
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ObjectType type2 = object2->GetType();
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std::string type1 = object1->GetName();
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std::string type2 = object2->GetName();
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if (type1 == "sphere" && type2 == "sphere")
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{
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return SpheresOverlap(object1, object2);
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if (type1 == ObjectType::Unknown || type2 == ObjectType::Unknown)
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{
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return false;
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}
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if (type1 == "cube" && type2 == "sphere" || (type1 == "sphere" && type2 == "cube"))
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if (type1 == ObjectType::Sphere && type2 == ObjectType::Sphere)
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{
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if (type1 == "cube")
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return SpheresOverlap(object1, object2);
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}
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if ((type1 == ObjectType::Cube && type2 == ObjectType::Sphere) ||
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(type1 == ObjectType::Sphere && type2 == ObjectType::Cube))
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{
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if (type1 == ObjectType::Cube)
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{
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return SphereCubeOverlap(object1, object2);
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}
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else if (type1 == "sphere")
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}
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else if (type1 == ObjectType::Sphere)
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{
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return SphereCubeOverlap(object2, object1);
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}
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@@ -106,6 +111,7 @@ bool Physics::IsColliding(Object* object1, Object* object2)
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return false;
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}
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/////////////////////////////////////////
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// AABB method for collision detection //
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/////////////////////////////////////////
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