Added follow cam
Added "Controlled" mesh classes Added Global Lighting Class Added Gamepad controls Split terrain nodes into Height and Perlin classes Fixed Splitmesh node stuff
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@ -1,13 +1,16 @@
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#pragma once
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#include "DirectXFramework.h"
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#include "SharedMethods.h"
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#include "GamePadController.h"
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#include "TexturedCubeNode.h"
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#include "MeshNode.h"
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#include "SplitMeshNode.h"
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#include "TerrainNode.h"
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#include "ControlledSplitMeshNode.h"
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#include "HeightMapTerrainNode.h"
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#include "PerlinTerrainNode.h"
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#include "SkyNode.h"
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#include <ctime>
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enum class ControlInputs {Forward, Back, TurnLeft, TurnRight, StrafeLeft, StrafeRight, Up, Down, Fire1, Fire2};
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#include <set>
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class Graphics2 : public DirectXFramework
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{
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@ -16,19 +19,26 @@ public:
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void UpdateSceneGraph();
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private:
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bool _boosting;
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float _boostMultiplier;
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bool _boosting = false;
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float _boostMultiplier = 1;
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float _boostMin = 1;
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float _boostStep = 0.5f;
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float _boostMax = 5.0f;
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float _flySpeed;
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float _turnSpeed;
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int _invertPitch;
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float _currentRotation = 0.0f;
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float _currentSideRotation = 0.0f;
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float _currentPropRotation = 0.0f;
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vector<ControlInputs> _currentInputs;
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GamePadController _currentController;
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// Changed from a vector to a set because sets only allow for unique values and thats all i want
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set<ControlInputs> _currentInputs;
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shared_ptr<ObjectNode> _currentPlayerObject;
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void GetCurrentControlInputs();
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void ResetCurrentControlInputs();
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