Fix units tests :derp:
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@ -131,29 +131,29 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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int statusTriggerCollision = 0;
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Nz::PhysWorld2D::Callback characterTriggerCallback;
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characterTriggerCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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characterTriggerCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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statusTriggerCollision = statusTriggerCollision | 1 << 0;
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return true;
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};
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characterTriggerCallback.preSolveCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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characterTriggerCallback.preSolveCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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statusTriggerCollision = statusTriggerCollision | 1 << 1;
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return true;
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};
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characterTriggerCallback.postSolveCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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characterTriggerCallback.postSolveCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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statusTriggerCollision = statusTriggerCollision | 1 << 2;
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};
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characterTriggerCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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characterTriggerCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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statusTriggerCollision = statusTriggerCollision | 1 << 3;
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};
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world.RegisterCallbacks(CHARACTER_COLLISION_ID, TRIGGER_COLLISION_ID, characterTriggerCallback);
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int statusWallCollision = 0;
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Nz::PhysWorld2D::Callback characterWallCallback;
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characterWallCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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characterWallCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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statusWallCollision = statusWallCollision | 1 << 0;
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return true;
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};
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characterWallCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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characterWallCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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statusWallCollision = statusWallCollision | 1 << 1;
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};
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world.RegisterCallbacks(CHARACTER_COLLISION_ID, WALL_COLLISION_ID, characterWallCallback);
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@ -317,7 +317,7 @@ void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right)
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{
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CHECK(left.GetAABB() == right.GetAABB());
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CHECK(left.GetAngularVelocity() == Approx(right.GetAngularVelocity()));
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CHECK(left.GetCenterOfGravity() == right.GetCenterOfGravity());
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CHECK(left.GetMassCenter() == right.GetMassCenter());
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CHECK(left.GetGeom() == right.GetGeom());
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CHECK(left.GetHandle() != right.GetHandle());
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CHECK(left.GetMass() == Approx(right.GetMass()));
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