Fix unit tests
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@@ -80,7 +80,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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{
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const Nz::PhysWorld2D::RaycastHit& result = results[i];
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CHECK(result.nearestBody == &bodies[i]);
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CHECK(result.fraction == Approx(i / 4.f).epsilon(0.1f));
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CHECK(result.fraction == Approx(i / 4.f).margin(0.1f));
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CHECK(result.hitPos == Nz::Vector2f(0.f, i * 10.f));
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CHECK(result.hitNormal == -Nz::Vector2f::UnitY());
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}
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@@ -171,13 +171,13 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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world.Step(0.1f);
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CHECK(statusTriggerCollision == 11);
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CHECK(character.GetPosition().x == Approx(3.1f).epsilon(0.01f));
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CHECK(character.GetPosition().x == Approx(3.1f).margin(0.01f));
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for (int i = 0; i != 9; ++i)
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world.Step(0.1f);
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CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
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CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
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world.Step(0.1f);
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CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
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CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
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CHECK(statusWallCollision == 1); // It should be close to the wall
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character.SetVelocity(Nz::Vector2f(-2.f, 0.f));
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