Fixed various physics bugs and added Physics Material to Inspector #249
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@ -21,6 +21,13 @@
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#include "Input/SHInputManager.h"
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#include "Input/SHInputManager.h"
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/*-------------------------------------------------------------------------------------*/
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/* Local Functions */
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/*-------------------------------------------------------------------------------------*/
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void testFunction();
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/////////////////////////////////////////////////////////////////////////////////////////
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namespace SHADE
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namespace SHADE
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{
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{
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@ -135,7 +142,7 @@ namespace SHADE
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const double FIXED_DT = physicsSystem->fixedDT;
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const double FIXED_DT = physicsSystem->fixedDT;
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accumulatedTime += dt;
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accumulatedTime += dt;
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testFunction();
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//testFunction();
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int count = 0;
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int count = 0;
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while (accumulatedTime > FIXED_DT)
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while (accumulatedTime > FIXED_DT)
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@ -359,5 +366,32 @@ namespace SHADE
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}
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}
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} // namespace SHADE
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} // namespace SHADE
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/////////////////////////////////////////////////////////////////////////////////////////
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void testFunction()
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{
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using namespace SHADE;
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// Test movement
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const float forceModifier = 25.0f;
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EntityID eid = 65538;
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if (SHEntityManager::IsValidEID(eid))
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{
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auto* rb = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(eid);
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if (rb)
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{
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::W))
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rb->AddForce(-SHVec3::UnitZ * forceModifier);
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::A))
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rb->AddForce(-SHVec3::UnitX * forceModifier);
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::S))
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rb->AddForce(SHVec3::UnitZ * forceModifier);
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::D))
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rb->AddForce(SHVec3::UnitX * forceModifier);
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}
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}
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}
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