Added support for HkpExtendedMeshShape.
This commit is contained in:
+34
-101
@@ -16,15 +16,14 @@ void GameWorld::Initialize()
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{
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auto ground = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ground, "Transform");
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transform->Position = glm::vec3(0, -5, 0);
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transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
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transform->Position = glm::vec3(0, 0, 0);
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//transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(ground, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
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auto box = AddComponent<Components::Box>(ground, "Box");
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box->Width = 200;
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box->Height = 5;
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box->Depth = 200;
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model->ModelFile = "Models/Placeholders/Terrain/Terrain.obj";
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auto meshShape = AddComponent<Components::MeshShape>(ground, "MeshShape");
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meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain.obj";
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auto physics = AddComponent<Components::Physics>(ground, "Physics");
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physics->Mass = 10;
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@@ -37,16 +36,28 @@ void GameWorld::Initialize()
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{
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auto jeep = CreateEntity();
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auto transform = AddComponent<Components::Transform>(jeep, "Transform");
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transform->Position = glm::vec3(0, 2, 0);
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transform->Position = glm::vec3(0, 10, 0);
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auto physics = AddComponent<Components::Physics>(jeep, "Physics");
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physics->Mass = 1200;
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auto box = AddComponent<Components::Box>(jeep, "Box");
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box->Width = 1.487f;
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box->Height = 0.727f;
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box->Depth = 2.594f;
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physics->Mass = 800;
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// auto box = AddComponent<Components::Box>(jeep, "Box");
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// box->Width = 1.487f;
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// box->Height = 0.727f;
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// box->Depth = 2.594f;
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auto meshShape = AddComponent<Components::MeshShape>(jeep, "MeshShape");
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meshShape->ResourceName = "Models/JeepV2/Chassi/chassi.OBJ";
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auto vehicle = AddComponent<Components::Vehicle>(jeep, "Vehicle");
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auto light = AddComponent<Components::PointLight>(jeep, "PointLight");
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light->Diffuse = glm::vec3(0, 1, 0);
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light->constantAttenuation = 0.0005f;
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light->linearAttenuation = 0.001f;
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light->quadraticAttenuation = 0.001f;
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AddComponent<Components::Input>(jeep, "Input");
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@@ -69,7 +80,6 @@ void GameWorld::Initialize()
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transform->Position = glm::vec3(0, -0.6577f, 0);
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auto model = AddComponent<Components::Model>(chassis, "Model");
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model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ";
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}
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{
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@@ -86,7 +96,7 @@ void GameWorld::Initialize()
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Wheel->Radius = 0.837f;
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Wheel->Steering = true;
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Wheel->SuspensionStrength = 40.f;
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Wheel->Friction = 4.0f;
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Wheel->Friction = 3.0f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -106,7 +116,7 @@ void GameWorld::Initialize()
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Wheel->Radius = 0.837f;
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Wheel->Steering = true;
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Wheel->SuspensionStrength = 40.f;
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Wheel->Friction = 4.0f;
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Wheel->Friction = 3.0f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -123,8 +133,9 @@ void GameWorld::Initialize()
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Wheel->Mass = 10;
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Wheel->Radius = 0.737f;
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Wheel->Steering = false;
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Wheel->SuspensionStrength = 50.f;
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Wheel->Friction = 4.0f;
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Wheel->SuspensionStrength = 20.f;
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Wheel->Friction = 3.0f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -141,93 +152,15 @@ void GameWorld::Initialize()
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Wheel->Mass = 10;
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Wheel->Radius = 0.737f;
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Wheel->Steering = false;
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Wheel->SuspensionStrength = 50.f;
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Wheel->Friction = 4.0f;
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Wheel->SuspensionStrength = 20.f;
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Wheel->Friction = 3.0f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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CommitEntity(jeep);
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}
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/*
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{
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// Front Right Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(1.1f, -1.5f, -1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(1.1f, 0.f, -1.3f);// HACK: make into component
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Wheel->AxleID = 0;
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Wheel->Mass = 10;
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Wheel->Radius = 0.5f;
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Wheel->Steering = true;
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Wheel->SuspensionStrength = 20.f;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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{
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// Front Left Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(-1.1f, -1.5f, -1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, -1.3f);
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Wheel->AxleID = 0;
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Wheel->Mass = 10;
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Wheel->Radius = 0.5f;
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Wheel->Steering = true;
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Wheel->SuspensionStrength = 20.f;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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{
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// Back Right Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(1.1f, -1.5f, 1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(1.1f, 0.f, 1.3f);
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Wheel->AxleID = 1;
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Wheel->Mass = 10;
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Wheel->Radius = 0.5f;
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Wheel->Steering = false;
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Wheel->ConnectedToHandbrake = true;
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Wheel->SuspensionStrength = 20.f;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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{
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// Back Left Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(-1.1f, -1.5f, 1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, 1.3f);
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Wheel->AxleID = 1;
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Wheel->Mass = 10;
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Wheel->Radius = 0.5f;
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Wheel->Steering = false;
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Wheel->ConnectedToHandbrake = true;
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Wheel->SuspensionStrength = 20.f;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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CommitEntity(car);
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}
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*/
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for(int i = 0; i < 10; i++)
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for(int i = 0; i < 0; i++)
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{
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auto cube = CreateEntity();
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auto transform = AddComponent<Components::Transform>(cube, "Transform");
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@@ -235,7 +168,7 @@ void GameWorld::Initialize()
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transform->Scale = glm::vec3(1);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(cube, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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model->ModelFile = "Models/cardboardBox/BoxFixed.obj";
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auto physics = AddComponent<Components::Physics>(cube, "Physics");
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physics->Mass = 100;
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