mirror of https://github.com/PrimeDecomp/prime.git
More CPhysicsActor
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@ -1,9 +0,0 @@
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#ifndef __CAXISANGLE_HPP__
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#define __CAXISANGLE_HPP__
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#include "Kyoto/Math/CVector3f.hpp"
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class CAxisAngle : public CVector3f {
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public:
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};
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#endif // __CAXISANGLE_HPP__
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@ -9,8 +9,9 @@ class CMatrix3f {
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static const CMatrix3f sIdentity;
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public:
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CMatrix3f(const CMatrix3f&);
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const CMatrix3f& operator=(const CMatrix3f& other);
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static CMatrix3f Identity() { return sIdentity; }
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static const CMatrix3f& Identity() { return sIdentity; }
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private:
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// TODO maybe individual f32s
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CVector3f m0;
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@ -6,25 +6,15 @@
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#include <math.h>
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#include "Kyoto/Math/CVector3f.hpp"
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class CAxisAngle : protected CVector3f {
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class CAxisAngle {
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public:
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CAxisAngle(f32 x, f32 y, f32 z) : CVector3f(x, y, z) {}
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//CAxisAngle(const CAxisAngle& other) : CVector3f(other) {}
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static const CAxisAngle& Identity();
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CAxisAngle(f32 x, f32 y, f32 z) : mVector(x, y, z) {}
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explicit CAxisAngle(const CVector3f& vec);
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static const CAxisAngle& Identity();
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const CVector3f& GetVector() const;
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/*
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CAxisAngle& operator=(const CAxisAngle& other) {
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int otherX = __HI(other.mX);
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__HI(mX) = otherX;
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int otherY = __HI(other.mY);
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__HI(mY) = otherY;
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int otherZ = __HI(other.mZ);
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__HI(mZ) = otherZ;
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return *this;
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}
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*/
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private:
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CVector3f mVector;
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};
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CAxisAngle operator+(const CAxisAngle& lhs, const CAxisAngle& rhs);
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@ -5,6 +5,7 @@
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CAxisAngle.hpp"
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#include "MetroidPrime/CPhysicsState.hpp"
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#include "Kyoto/Math/CAABox.hpp"
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#include "Kyoto/Math/CMatrix3f.hpp"
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@ -74,6 +75,12 @@ public:
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CAABox GetBoundingBox() const;
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void ApplyImpulseWR(const CVector3f& impulse, const CAxisAngle& angularImpulse);
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void ApplyTorqueWR(const CVector3f& torque);
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void ApplyForceWR(const CVector3f& force, const CAxisAngle& torque);
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void ApplyImpulseOR(const CVector3f& impulse, const CAxisAngle& angularImpulse);
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void ApplyForceOR(const CVector3f& impulse, const CAxisAngle& torque);
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void MoveCollisionPrimitive(const CVector3f&);
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void SetVelocityWR(const CVector3f&);
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void SetAngularVelocityWR(const CAxisAngle& angVel);
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@ -84,9 +91,12 @@ public:
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void ComputeDerivedQuantities();
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void Stop();
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CPhysicsState GetPhysicsState() const;
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void SetPhysicsState(const CPhysicsState& state);
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CMotionState GetMotionState() const;
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void SetMotionState(const CMotionState& state);
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bool GetMovable() const { return xf8_24_movable; }
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void SetMovable(bool v) { xf8_24_movable = v; }
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@ -1,7 +1,8 @@
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#ifndef __CPHYSICSSTATE_HPP__
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#define __CPHYSICSSTATE_HPP__
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#include "Kyoto/Math/CAxisAngle.hpp"
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#include "MetroidPrime/CAxisAngle.hpp"
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#include "Kyoto/Math/CQuaternion.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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@ -12,6 +13,16 @@ public:
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const CVector3f& momentum, const CVector3f& force, const CVector3f& impulse,
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const CAxisAngle& torque, const CAxisAngle& angularImpulse);
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CVector3f GetTranslation() const { return x0_translation; }
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CQuaternion GetOrientationWR() const { return xc_orientation; }
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CVector3f GetConstantForceWR() const { return x1c_constantForce; }
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CAxisAngle GetAngularMomentumWR() const { return x28_angularMomentum; }
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CVector3f GetMomentumWR() const { return x34_momentum; }
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CVector3f GetForceWR() const { return x40_force; }
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CVector3f GetImpulseWR() const { return x4c_impulse; }
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CAxisAngle GetTorque() const { return x58_torque; }
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CAxisAngle GetAngularImpulseWR() const { return x64_angularImpulse; }
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private:
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CVector3f x0_translation;
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CQuaternion xc_orientation;
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@ -8,24 +8,26 @@ CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const rstl::string& nam
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: CActor(uid, active, name, info, xf, mData, matList, actParams, kInvalidUniqueId)
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, xe8_mass(moverData.x30_mass)
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, xec_massRecip(moverData.x30_mass > 0.f ? 1.f / moverData.x30_mass : 1.f)
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, xf0_inertiaTensor(0.f)
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, xf4_inertiaTensorRecip(0.f)
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, xf8_24_movable(true)
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, xf8_25_angularEnabled(false)
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, xf9_standardCollider(false)
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, xfc_constantForce(CVector3f::Zero())
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, xfc_constantForce(CVector3f(0.f, 0.f, 0.f))
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, x108_angularMomentum(CAxisAngle::Identity())
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, x114_(CMatrix3f::Identity())
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, x138_velocity(CVector3f::Zero())
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, x138_velocity(CVector3f(0.f, 0.f, 0.f))
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, x144_angularVelocity(CAxisAngle::Identity())
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, x150_momentum(moverData.x18_momentum)
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, x15c_force(CVector3f::Zero())
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, x168_impulse(CVector3f::Zero())
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, x15c_force(CVector3f(0.f, 0.f, 0.f))
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, x168_impulse(CVector3f(0.f, 0.f, 0.f))
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, x174_torque(CAxisAngle::Identity())
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, x180_angularImpulse(CAxisAngle::Identity())
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, x18c_moveImpulse(CVector3f::Zero())
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, x18c_moveImpulse(CVector3f(0.f, 0.f, 0.f))
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, x198_moveAngularImpulse(CAxisAngle::Identity())
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, x1a4_baseBoundingBox(aabb)
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, x1c0_collisionPrimitive(aabb, matList)
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, x1e8_primitiveOffset(CVector3f::Zero())
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, x1e8_primitiveOffset(xf.GetTranslation())
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, x1f4_lastNonCollidingState(xf.GetTranslation(),
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CNUQuaternion::BuildFromMatrix3f(xf.BuildMatrix3f()),
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CVector3f::Zero(), CAxisAngle::Identity())
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@ -43,10 +45,57 @@ CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const rstl::string& nam
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ComputeDerivedQuantities();
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}
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CPhysicsActor::~CPhysicsActor() {}
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void CPhysicsActor::ApplyImpulseWR(const CVector3f& impulse, const CAxisAngle& angularImpulse) {
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x168_impulse = x168_impulse + impulse;
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x168_impulse = x168_impulse + impulse;
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x180_angularImpulse = x180_angularImpulse + angularImpulse;
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}
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void CPhysicsActor::ApplyTorqueWR(const CVector3f& torque) {
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x174_torque = x174_torque + CAxisAngle(torque);
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}
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void CPhysicsActor::ApplyForceWR(const CVector3f& force, const CAxisAngle& torque) {
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x15c_force = x15c_force + force;
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x174_torque = x174_torque + torque;
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}
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void CPhysicsActor::ApplyImpulseOR(const CVector3f& impulse, const CAxisAngle& angle) {
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x168_impulse = x168_impulse + x34_transform.Rotate(impulse);
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CAxisAngle rotatedAngle(x34_transform.Rotate(angle.GetVector()));
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x180_angularImpulse = x180_angularImpulse + rotatedAngle;
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}
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void CPhysicsActor::ApplyForceOR(const CVector3f& force, const CAxisAngle& torque) {
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x15c_force = x15c_force + x34_transform.Rotate(force);
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CAxisAngle rotatedTorque(x34_transform.Rotate(torque.GetVector()));
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x174_torque = x174_torque + rotatedTorque;
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}
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void CPhysicsActor::ComputeDerivedQuantities() {
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x138_velocity = xfc_constantForce * xec_massRecip;
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x114_ = x34_transform.BuildMatrix3f();
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x144_angularVelocity = CAxisAngle(x108_angularMomentum.GetVector() * xf4_inertiaTensorRecip);
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}
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CPhysicsState CPhysicsActor::GetPhysicsState() const {
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CQuaternion quat(CQuaternion::FromMatrix(x34_transform));
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return CPhysicsState(GetTranslation(), quat, xfc_constantForce, x108_angularMomentum,
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x150_momentum, x15c_force, x168_impulse, x174_torque, x180_angularImpulse);
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}
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void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
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SetTranslation(state.GetTranslation());
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CQuaternion quat(state.GetOrientationWR());
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SetTransform(quat.BuildTransform4f(GetTranslation()));
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xfc_constantForce = state.GetConstantForceWR();
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x108_angularMomentum = state.GetAngularMomentumWR();
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x150_momentum = state.GetMomentumWR();
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x15c_force = state.GetForceWR();
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x168_impulse = state.GetImpulseWR();
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x174_torque = state.GetTorque();
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x180_angularImpulse = state.GetAngularImpulseWR();
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ComputeDerivedQuantities();
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}
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