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@ -105,11 +105,37 @@ void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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}
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Oyster::Math::Float3 Object::GetPosition()
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{
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return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
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}
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Oyster::Math::Float4x4 Object::GetOrientation()
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{
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return this->rigidBody->GetState().GetOrientation();
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return state.GetOrientation();
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}
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Oyster::Math::Float3 Object::GetPosition()
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{
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return this->position;
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}
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Oyster::Math::Float3 Object::GetRotation()
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{
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return this->rotation;
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}
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Oyster::Math::Float3 Object::GetScaling()
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{
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return this->scale;
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}
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void Object::SetPosition(Oyster::Math::Float3 position)
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{
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this->position = position;
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}
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void Object::SetRotation(Oyster::Math::Float3 rotation)
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{
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this->rotation = rotation;
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}
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void Object::SetScaling(Oyster::Math::Float3 scale)
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{
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this->scale = scale;
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}
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@ -29,10 +29,17 @@ namespace GameLogic
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OBJECT_TYPE GetObjectType() const;
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void setID(int id);
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int GetID() const;
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Oyster::Math::Float3 GetPosition();
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Oyster::Math::Float4x4 GetOrientation();
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Oyster::Math::Float3 GetPosition();
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Oyster::Math::Float3 GetRotation();
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Oyster::Math::Float3 GetScaling();
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void SetPosition(Oyster::Math::Float3 position);
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void SetRotation(Oyster::Math::Float3 rotation);
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void SetScaling(Oyster::Math::Float3 scale);
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Oyster::Physics::ICustomBody* GetRigidBody();
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void ApplyLinearImpulse(Oyster::Math::Float3 force);
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@ -55,6 +62,11 @@ namespace GameLogic
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static const Game* gameInstance;
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Oyster::Math::Float3 currLook;
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Oyster::Math::Float3 newLook;
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Oyster::Math::Float3 position;
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Oyster::Math::Float3 rotation;
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Oyster::Math::Float3 scale;
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};
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}
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