Core/GameObjects: Use all axis rotations for gameobject model collision, not just orientation
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@@ -22,6 +22,7 @@
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#include "GameObjectModel.h"
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#include "Log.h"
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#include "Timer.h"
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#include <G3D/Quat.h>
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using G3D::Vector3;
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using G3D::Ray;
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@@ -125,7 +126,7 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
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iScale = modelOwner->GetScale();
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iInvScale = 1.f / iScale;
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G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(modelOwner->GetOrientation(), 0, 0);
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G3D::Matrix3 iRotation = modelOwner->GetRotation().toRotationMatrix();
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iInvRot = iRotation.inverse();
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// transform bounding box:
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mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
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@@ -203,7 +204,7 @@ bool GameObjectModel::UpdatePosition()
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iPos = owner->GetPosition();
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G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(owner->GetOrientation(), 0, 0);
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G3D::Matrix3 iRotation = owner->GetRotation().toRotationMatrix();
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iInvRot = iRotation.inverse();
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// transform bounding box:
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mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
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