Merge pull request #1 from mhwdvs/fix/collisionBodyColliderTransform
Fix undefined behavior setting Collider transforms on a CollisionBody
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commit
e5af99cd87
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@ -112,7 +112,7 @@ void Collider::setLocalToBodyTransform(const Transform& transform) {
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const Transform& bodyTransform = mBody->mWorld.mTransformComponents.getTransform(mBody->getEntity());
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const Transform& bodyTransform = mBody->mWorld.mTransformComponents.getTransform(mBody->getEntity());
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mBody->mWorld.mCollidersComponents.setLocalToWorldTransform(mEntity, bodyTransform * transform);
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mBody->mWorld.mCollidersComponents.setLocalToWorldTransform(mEntity, bodyTransform * transform);
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RigidBody* rigidBody = static_cast<RigidBody*>(mBody);
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(mBody);
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if (rigidBody != nullptr) {
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if (rigidBody != nullptr) {
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rigidBody->setIsSleeping(false);
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rigidBody->setIsSleeping(false);
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}
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}
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