SDK/Physics2D: Fix entity rotation not being taken into account for static physics
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@@ -462,13 +462,27 @@ namespace Nz
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return w * w + x * x + y * y + z * z;
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}
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/*!
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* \brief Returns the "roll angle" of this quaternion
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* \return Roll rotation
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*
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* \remark This function only has sense when quaternion only represents a "roll rotation"
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*/
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template<typename T>
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RadianAngle<T> Quaternion<T>::To2DAngle() const
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{
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T siny_cosp = T(2.0) * (w * z + x * y);
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T cosy_cosp = T(1.0) - T(2.0) * (y * y + z * z);
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return std::atan2(siny_cosp, cosy_cosp);
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}
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/*!
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* \brief Converts this quaternion to Euler angles representation
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* \return EulerAngles which is the representation of this rotation
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*
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* \remark Rotation are "left-handed"
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*/
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template<typename T>
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EulerAngles<T> Quaternion<T>::ToEulerAngles() const
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{
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