Physics2D: Fix some last stuffs
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@@ -31,9 +31,17 @@ namespace Ndk
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Nz::PhysWorld2D& world = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
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Nz::Vector2f positionOffset;
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Nz::Collider2DRef geom;
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if (m_entity->HasComponent<CollisionComponent2D>())
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geom = m_entity->GetComponent<CollisionComponent2D>().GetGeom();
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{
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const CollisionComponent2D& entityCollision = m_entity->GetComponent<CollisionComponent2D>();
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geom = entityCollision.GetGeom();
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positionOffset = entityCollision.GetStaticBody()->GetPositionOffset(); //< Calling GetGeomOffset would retrieve current component which is not yet initialized
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}
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else
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positionOffset = Nz::Vector2f::Zero();
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Nz::Matrix4f matrix;
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if (m_entity->HasComponent<NodeComponent>())
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@@ -42,6 +50,7 @@ namespace Ndk
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matrix.MakeIdentity();
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m_object = std::make_unique<Nz::RigidBody2D>(&world, 1.f, geom);
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m_object->SetPositionOffset(positionOffset);
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m_object->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
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m_object->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
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}
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