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Rename to TransformationMtx
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@ -32,12 +32,12 @@ struct Rigid {
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void integrate(f32, int);
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bool resolveCollision(int, Vector3f&, Vector3f&, f32);
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f32 mTimeStep; // _000
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Matrixf mPrimaryMatrix; // _004
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RigidConfig mConfigs[2]; // _034, [1] at _0BC
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Matrixf _144; // _144
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u8 _174; // _174
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BitFlag<u8> mFlags; // _175
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f32 mTimeStep; // _000
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Matrixf mPrimaryMatrix; // _004
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RigidConfig mConfigs[2]; // _034, [1] at _0BC
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Matrixf mTransformationMtx; // _144
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u8 _174; // _174
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BitFlag<u8> mFlags; // _175
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};
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} // namespace Game
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@ -59,7 +59,7 @@ void Game::Rigid::initPosition(Vector3f& posVec, Vector3f& quatVec)
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initPositionIndex(posVec, 1, quatVec);
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PSMTXIdentity(mConfigs[0]._58.mMatrix.mtxView);
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PSMTXIdentity(mConfigs[1]._58.mMatrix.mtxView);
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PSMTXIdentity(_144.mMatrix.mtxView);
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PSMTXIdentity(mTransformationMtx.mMatrix.mtxView);
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mTimeStep = 1.0f;
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updateMatrix(0);
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}
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@ -301,7 +301,7 @@ void Game::Rigid::integrate(f32 timeStep, int configIdx)
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rotationMtx.makeQ(thisConfig->mPrimaryRotation);
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PSMTXTranspose(rotationMtx.mMatrix.mtxView, transposeMtx.mMatrix.mtxView);
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PSMTXConcat(rotationMtx.mMatrix.mtxView, _144.mMatrix.mtxView, concatMtx.mMatrix.mtxView);
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PSMTXConcat(rotationMtx.mMatrix.mtxView, mTransformationMtx.mMatrix.mtxView, concatMtx.mMatrix.mtxView);
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PSMTXConcat(concatMtx.mMatrix.mtxView, transposeMtx.mMatrix.mtxView, thisConfig->_58.mMatrix.mtxView);
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thisConfig->mPosition = thisConfig->mPosition + thisConfig->mVelocity * timeStep;
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@ -1837,15 +1837,15 @@ void Pellet::onSetPosition()
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f32 horizontal = ((radSquared / 4) + (SQUARE(heightScaling) / 12.0f)) * z;
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f32 vertical = z * (radSquared / 2);
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mRigid._144(0, 0) *= horizontal;
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mRigid._144(0, 1) *= horizontal;
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mRigid._144(0, 2) *= horizontal;
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mRigid._144(1, 0) *= vertical;
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mRigid._144(1, 1) *= vertical;
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mRigid._144(1, 2) *= vertical;
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mRigid._144(2, 0) *= horizontal;
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mRigid._144(2, 1) *= horizontal;
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mRigid._144(2, 2) *= horizontal;
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mRigid.mTransformationMtx(0, 0) *= horizontal;
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mRigid.mTransformationMtx(0, 1) *= horizontal;
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mRigid.mTransformationMtx(0, 2) *= horizontal;
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mRigid.mTransformationMtx(1, 0) *= vertical;
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mRigid.mTransformationMtx(1, 1) *= vertical;
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mRigid.mTransformationMtx(1, 2) *= vertical;
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mRigid.mTransformationMtx(2, 0) *= horizontal;
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mRigid.mTransformationMtx(2, 1) *= horizontal;
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mRigid.mTransformationMtx(2, 2) *= horizontal;
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mLodSphere.mPosition = mPelletPosition;
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mRigid.mFlags.set(1);
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}
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