add transform class, some code tweaks
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@ -68,17 +68,17 @@ namespace Example
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}
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if (Input.IsKeyPressed(KeyCode.W))
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m_PhysicsBody.AddForce(m_Transform.Forward * movementForce);
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m_PhysicsBody.AddForce(m_Transform.Transform.Forward * movementForce);
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else if (Input.IsKeyPressed(KeyCode.S))
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m_PhysicsBody.AddForce(m_Transform.Forward * -movementForce);
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m_PhysicsBody.AddForce(m_Transform.Transform.Forward * -movementForce);
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if (Input.IsKeyPressed(KeyCode.D))
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m_PhysicsBody.AddForce(m_Transform.Right * movementForce);
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m_PhysicsBody.AddForce(m_Transform.Transform.Right * movementForce);
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else if (Input.IsKeyPressed(KeyCode.A))
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m_PhysicsBody.AddForce(m_Transform.Right * -movementForce);
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m_PhysicsBody.AddForce(m_Transform.Transform.Right * -movementForce);
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if (Colliding && Input.IsKeyPressed(KeyCode.Space))
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m_PhysicsBody.AddForce(m_Transform.Up * JumpForce);
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m_PhysicsBody.AddForce(m_Transform.Transform.Up * JumpForce);
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if (Colliding)
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m_MeshMaterial.Set("u_AlbedoColor", new Vec3(1.0f, 0.0f, 0.0f));
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@ -91,9 +91,11 @@ namespace Example
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if (Input.IsKeyPressed(KeyCode.R))
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{
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/*
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Mat4 transform = GetTransform();
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transform.Translation = new Vec3(0.0f);
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SetTransform(transform);
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*/
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}
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}
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