test with physics dll
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@ -142,6 +142,14 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
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<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
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<Private>false</Private>
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<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
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<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
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<LinkLibraryDependencies>false</LinkLibraryDependencies>
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<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
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</ProjectReference>
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<ProjectReference Include="..\Misc\Misc.vcxproj">
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<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
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</ProjectReference>
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@ -37,4 +37,8 @@ void IGame::Update()
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void IGame::Render()
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{
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gameModule->Render();
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}
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Game* IGame::getGameModule()
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{
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return gameModule;
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}
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@ -25,6 +25,7 @@ namespace GameLogic
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void StartGame();
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void Update();
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void Render();
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Game* getGameModule();
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private:
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};
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}
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@ -46,30 +46,30 @@ Player::Player(void)
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{
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life = 10;
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UniquePointer<ICustomBody> rigidBody = API::Instance().CreateSimpleRigidBody();
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ref = API::Instance().AddObject(rigidBody);
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//ref = API::Instance().AddObject(API::Instance().CreateSimpleRigidBody());
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const ICustomBody* rB;
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//UniquePointer<ICustomBody> rigidBody = API::Instance().CreateSimpleRigidBody();
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//ref = API::Instance().AddObject(rigidBody);
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////ref = API::Instance().AddObject(API::Instance().CreateSimpleRigidBody());
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//const ICustomBody* rB;
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//rB = &API::Instance().Peek(ref);
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//if( rB == &Error::nobody)
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//{
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// //error
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//}
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////rB = &API::Instance().Peek(ref);
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////if( rB == &Error::nobody)
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////{
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//// //error
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////}
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API::Instance().SetCenter(ref, Oyster::Math::Float3::null);
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API::Instance().SetMass_KeepMomentum(ref, 20);
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// get Tensor matrix (tröghetsmonent)
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//API::Instance().SetMomentOfInertiaTensor_KeepMomentum(ref, tensorMatrix )
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//Oyster::Math::Float3 ve = rB->GetCenter();
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API::Instance().SetDeltaTime(0.01f);
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//API::Instance().SetCenter(ref, Oyster::Math::Float3::null);
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//API::Instance().SetMass_KeepMomentum(ref, 20);
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//// get Tensor matrix (tröghetsmonent)
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////API::Instance().SetMomentOfInertiaTensor_KeepMomentum(ref, tensorMatrix )
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//
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////Oyster::Math::Float3 ve = rB->GetCenter();
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//API::Instance().SetDeltaTime(0.01f);
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//API::Instance().ApplyForceAt(ref, rB->GetCenter(), Oyster::Math::Float3::null);
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//API::Instance().SetAction(ColisionEvent);
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////API::Instance().ApplyForceAt(ref, rB->GetCenter(), Oyster::Math::Float3::null);
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//
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////API::Instance().SetAction(ColisionEvent);
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//API::Instance().Update();
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////API::Instance().Update();
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@ -10,7 +10,7 @@
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#include "Core/Core.h"
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#include "Render\Preparations\Preparations.h"
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#include "IGame.h"
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#include "InputController.h"
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//#include "InputController.h"
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