Physics3D/RigidBody3D: Rename [Get|Set]Velocity to [Get|Set]LinearVelocity
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@ -35,6 +35,7 @@ Nazara Engine:
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- Fix default directory permission (now created with 777)
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- Add linear and angular damping accessor to RigidBody3D
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- Fix MemoryStream::WriteBlock "Invalid buffer" assertion triggering when writing a zero-sized block
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- ⚠️ Rename RigidBody3D::[Get|Set]Velocity to [Get|Set]LinearVelocity
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Nazara Development Kit:
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- Added ImageWidget (#139)
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@ -59,6 +60,7 @@ Nazara Development Kit:
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- Fix GraphicsComponent::Clear method now clearing reflective states
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- Add linear and angular damping accessor to PhysicsComponent3D
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- Fix GraphicsComponent cloning not copying renderable local matrices
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- ⚠️ Rename PhysicsComponent3D::[Get|Set]Velocity to [Get|Set]LinearVelocity
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# 0.4:
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@ -34,12 +34,12 @@ namespace Ndk
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Nz::Vector3f GetAngularVelocity() const;
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float GetGravityFactor() const;
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float GetLinearDamping() const;
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Nz::Vector3f GetLinearVelocity() const;
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float GetMass() const;
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Nz::Vector3f GetMassCenter(Nz::CoordSys coordSys = Nz::CoordSys_Local) const;
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const Nz::Matrix4f& GetMatrix() const;
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Nz::Vector3f GetPosition() const;
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Nz::Quaternionf GetRotation() const;
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Nz::Vector3f GetVelocity() const;
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bool IsAutoSleepEnabled() const;
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bool IsMoveable() const;
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@ -49,11 +49,11 @@ namespace Ndk
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void SetAngularVelocity(const Nz::Vector3f& angularVelocity);
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void SetGravityFactor(float gravityFactor);
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void SetLinearDamping(float damping);
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void SetLinearVelocity(const Nz::Vector3f& velocity);
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void SetMass(float mass);
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void SetMassCenter(const Nz::Vector3f& center);
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void SetPosition(const Nz::Vector3f& position);
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void SetRotation(const Nz::Quaternionf& rotation);
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void SetVelocity(const Nz::Vector3f& velocity);
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static ComponentIndex componentIndex;
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@ -146,6 +146,20 @@ namespace Ndk
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return m_object->GetLinearDamping();
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}
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/*!
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* \brief Gets the linear velocity of the physics object
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* \return Linear velocity of the object
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Vector3f PhysicsComponent3D::GetLinearVelocity() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetLinearVelocity();
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}
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/*!
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* \brief Gets the mass of the physics object
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* \return Mass of the object
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@ -218,20 +232,6 @@ namespace Ndk
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return m_object->GetRotation();
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}
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/*!
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* \brief Gets the velocity of the physics object
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* \return Velocity of the object
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Vector3f PhysicsComponent3D::GetVelocity() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetVelocity();
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}
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/*!
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* \brief Checks whether the auto sleep is enabled
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* \return true If it is the case
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@ -328,6 +328,20 @@ namespace Ndk
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m_object->SetLinearDamping(damping);
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}
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/*!
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* \brief Sets the linear velocity of the physics object
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*
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* \param velocity New linear velocity of the object
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent3D::SetLinearVelocity(const Nz::Vector3f& velocity)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetLinearVelocity(velocity);
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}
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/*!
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* \brief Sets the mass of the physics object
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*
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@ -389,21 +403,6 @@ namespace Ndk
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m_object->SetRotation(rotation);
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}
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/*!
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* \brief Sets the velocity of the physics object
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*
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* \param velocity Velocity of the object
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent3D::SetVelocity(const Nz::Vector3f& velocity)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetVelocity(velocity);
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}
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/*!
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* \brief Gets the underlying physics object
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* \return A reference to the physics object
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@ -103,10 +103,10 @@ namespace Ndk
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if (newPosition != oldPosition)
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{
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physObj->SetPosition(newPosition);
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physObj->SetVelocity((newPosition - oldPosition) * invElapsedTime);
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physObj->SetLinearVelocity((newPosition - oldPosition) * invElapsedTime);
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}
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else
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physObj->SetVelocity(Nz::Vector3f::Zero());
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physObj->SetLinearVelocity(Nz::Vector3f::Zero());
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if (newRotation != oldRotation)
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{
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@ -43,12 +43,12 @@ namespace Nz
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float GetGravityFactor() const;
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NewtonBody* GetHandle() const;
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float GetLinearDamping() const;
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Vector3f GetLinearVelocity() const;
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float GetMass() const;
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Vector3f GetMassCenter(CoordSys coordSys = CoordSys_Local) const;
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const Matrix4f& GetMatrix() const;
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Vector3f GetPosition() const;
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Quaternionf GetRotation() const;
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Vector3f GetVelocity() const;
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PhysWorld3D* GetWorld() const;
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bool IsAutoSleepEnabled() const;
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@ -60,11 +60,11 @@ namespace Nz
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void SetGeom(Collider3DRef geom);
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void SetGravityFactor(float gravityFactor);
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void SetLinearDamping(float damping);
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void SetLinearVelocity(const Vector3f& velocity);
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void SetMass(float mass);
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void SetMassCenter(const Vector3f& center);
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void SetPosition(const Vector3f& position);
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void SetRotation(const Quaternionf& rotation);
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void SetVelocity(const Vector3f& velocity);
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RigidBody3D& operator=(const RigidBody3D& object);
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RigidBody3D& operator=(RigidBody3D&& object);
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@ -169,6 +169,14 @@ namespace Nz
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return NewtonBodyGetLinearDamping(m_body);
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}
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Vector3f RigidBody3D::GetLinearVelocity() const
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{
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Vector3f velocity;
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NewtonBodyGetVelocity(m_body, velocity);
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return velocity;
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}
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float RigidBody3D::GetMass() const
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{
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return m_mass;
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@ -207,14 +215,6 @@ namespace Nz
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return m_matrix.GetRotation();
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}
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Vector3f RigidBody3D::GetVelocity() const
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{
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Vector3f velocity;
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NewtonBodyGetVelocity(m_body, velocity);
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return velocity;
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}
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PhysWorld3D* RigidBody3D::GetWorld() const
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{
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return m_world;
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@ -268,6 +268,11 @@ namespace Nz
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NewtonBodySetLinearDamping(m_body, damping);
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}
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void RigidBody3D::SetLinearVelocity(const Vector3f& velocity)
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{
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NewtonBodySetVelocity(m_body, velocity);
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}
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void RigidBody3D::SetMass(float mass)
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{
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if (m_mass > 0.f)
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@ -313,11 +318,6 @@ namespace Nz
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UpdateBody();
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}
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void RigidBody3D::SetVelocity(const Vector3f& velocity)
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{
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NewtonBodySetVelocity(m_body, velocity);
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}
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RigidBody3D& RigidBody3D::operator=(const RigidBody3D& object)
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{
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RigidBody3D physObj(object);
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