+ Game::TransformValues tv;
+ tv.position = (player_tf->get_world_matrix()*LinAl::Vector<float, 4>(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0);
+ tv.rotation = player_tf->get_rotation()*Geometry::Quaternion<float>::rotation(Geometry::Angle<float>::from_degrees(10), LinAl::Vector<float, 3>(0.0f, 0.0f, 1.0f));
+ bullets.emplace_back(stage.get_root(), bullet_setup, tv);