Fixed various physics bugs and added Physics Material to Inspector #249
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@ -333,10 +333,10 @@ namespace SHADE
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auto cursorPos = ImGui::GetCursorPos();
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//collider->IsTrigger
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if (collider->GetType() == SHCollisionShape::Type::BOX)
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{
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SHEditorWidgets::BeginPanel(std::format("{} Box #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
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const auto* BOX = reinterpret_cast<const SHBox*>(collider->GetShape());
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SHEditorWidgets::DragVec3
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(
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@ -360,6 +360,15 @@ namespace SHADE
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}
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{
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SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); });
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if(ImGui::CollapsingHeader("Physics Material"))
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{
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SHEditorWidgets::DragFloat("Friction", [collider] { return collider->GetFriction(); }, [collider](float value) { collider->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f);
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SHEditorWidgets::DragFloat("Bounciness", [collider] { return collider->GetBounciness(); }, [collider](float value) { collider->SetBounciness(value); }, "Bounciness", 0.05f, 0.0f, 1.0f);
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SHEditorWidgets::DragFloat("Mass Density", [collider] { return collider->GetDensity(); }, [collider](float value) { collider->SetDensity(value); }, "Mass Density", 0.1f, 0.0f);
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}
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SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f });
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SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); });
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SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" },
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@ -375,8 +384,6 @@ namespace SHADE
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SHEditorWidgets::EndPanel();
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}
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SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); });
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if (ImGui::Button(std::format("{} Remove Collider #{}", ICON_MD_REMOVE, i).data()))
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{
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colliderToDelete = i;
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