Wheels now turning and spinning properly.
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@@ -37,3 +37,10 @@ private:
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}
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#endif // Components_Wheel_h__
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/*
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m_currentSuspensionLength
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m_suspension
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m_steeringOrientationChassisSpace
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m_spinAngle
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*/
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+24
-19
@@ -24,14 +24,14 @@ void GameWorld::Initialize()
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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(1000.0f, 10.0f, 1000.0f);
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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 = 500;
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box->Width = 200;
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box->Height = 5;
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box->Depth = 500;
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box->Depth = 200;
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auto physics = AddComponent<Components::Physics>(ground, "Physics");
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physics->Mass = 10;
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@@ -66,13 +66,14 @@ void GameWorld::Initialize()
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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, -0.5f, -1.3f);
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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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@@ -82,13 +83,14 @@ void GameWorld::Initialize()
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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, -0.5f, -1.3f);
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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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@@ -98,7 +100,7 @@ void GameWorld::Initialize()
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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, -0.5f, 1.3f);
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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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@@ -106,6 +108,7 @@ void GameWorld::Initialize()
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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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@@ -115,7 +118,7 @@ void GameWorld::Initialize()
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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, -0.5f, 1.3f);
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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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@@ -123,6 +126,7 @@ void GameWorld::Initialize()
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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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@@ -133,22 +137,23 @@ void GameWorld::Initialize()
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for(int i = 0; i < 50; i++)
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for(int i = 0; i < 10; i++)
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{
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auto ball = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ball, "Transform");
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transform->Position = glm::vec3(243, 10 + i*10, 0);
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transform->Scale = glm::vec3(10);
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auto cube = CreateEntity();
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auto transform = AddComponent<Components::Transform>(cube, "Transform");
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transform->Position = glm::vec3(20, 10 + i*2, 0);
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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>(ball, "Model");
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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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auto physics = AddComponent<Components::Physics>(ball, "Physics");
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auto physics = AddComponent<Components::Physics>(cube, "Physics");
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physics->Mass = 100;
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auto box = AddComponent<Components::Box>(ball, "Box");
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box->Width = 5.f;
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box->Height = 5.f;
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box->Depth = 5.f;
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CommitEntity(ball);
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auto box = AddComponent<Components::Box>(cube, "Box");
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box->Width = 0.5f;
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box->Height = 0.5f;
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box->Depth = 0.5f;
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CommitEntity(cube);
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}
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{
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@@ -76,10 +76,13 @@ void Systems::PhysicsSystem::Update(double dt)
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continue;
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hkVector4 position(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
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hkQuaternion rotation(transformComponent->Orientation.x, transformComponent->Orientation.y, transformComponent->Orientation.z, transformComponent->Orientation.w);
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m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
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if(m_RigidBodies[entity]->isActive())
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{
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hkVector4 position(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
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hkQuaternion rotation(transformComponent->Orientation.x, transformComponent->Orientation.y, transformComponent->Orientation.z, transformComponent->Orientation.w);
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m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
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}
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}
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@@ -109,26 +112,31 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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EntityID car = m_World->GetEntityParent(entity);
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if(m_Vehicles.find(car) != m_Vehicles.end())
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{
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hkVector4 position;
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hkQuaternion orientation;
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m_Vehicles[car]->calcCurrentPositionAndRotation(m_RigidBodies[car], m_Vehicles[car]->m_suspension, wheelComponent->ID, position, orientation);
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hkVector4 chassisPosition = m_RigidBodies[car]->getPosition();
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hkQuaternion chassisOrientation = m_RigidBodies[car]->getRotation();
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glm::vec3 relativePos = glm::vec3(chassisPosition(0), chassisPosition(1), chassisPosition(2)) - glm::vec3(position(0), position(1), position(2));
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glm::quat relativeOrientation = glm::quat(orientation(3), orientation(0), orientation(1), orientation(2));
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m_Vehicles[car]->getChassis()->activate();
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transformComponent->Position = relativePos;
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//transformComponent->Orientation = relativeOrientation;
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hkVector4 hardPoint = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_hardpointChassisSpace;
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hkVector4 suspensionDirection = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_directionChassisSpace;
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hkReal suspensionLength = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_currentSuspensionLength;
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glm::vec3 position = glm::vec3(hardPoint(0) + (suspensionDirection(0) * suspensionLength), hardPoint(1) + (suspensionDirection(1) * suspensionLength), hardPoint(2) + (suspensionDirection(2) * suspensionLength));
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transformComponent->Position = position;
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hkQuaternion steeringOrientation = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_steeringOrientationChassisSpace;
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hkReal spinAngle = -m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_spinAngle;
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glm::quat orientation = glm::quat(steeringOrientation(3), steeringOrientation(0), steeringOrientation(1), steeringOrientation(2)) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
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transformComponent->Orientation = orientation;
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}
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}
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else
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{
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if(m_Vehicles.find(entity) != m_Vehicles.end())
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{
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hkVector4 position = m_RigidBodies[entity]->getPosition();
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transformComponent->Position = glm::vec3(position(0), position(1), position(2));
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hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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if(m_RigidBodies[entity]->isActive())
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{
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hkVector4 position = m_RigidBodies[entity]->getPosition();
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transformComponent->Position = glm::vec3(position(0), position(1), position(2));
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hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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}
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}
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}
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