SDK/CollisionComponent2D: Fix static body position
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@ -6,6 +6,7 @@
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NDK/Algorithm.hpp>
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#include <NDK/Algorithm.hpp>
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#include <NDK/World.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/PhysicsComponent2D.hpp>
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#include <NDK/Components/PhysicsComponent2D.hpp>
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#include <NDK/Systems/PhysicsSystem2D.hpp>
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#include <NDK/Systems/PhysicsSystem2D.hpp>
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@ -58,7 +59,16 @@ namespace Ndk
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a physics system");
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a physics system");
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Nz::PhysWorld2D& physWorld = entityWorld->GetSystem<PhysicsSystem2D>().GetWorld();
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Nz::PhysWorld2D& physWorld = entityWorld->GetSystem<PhysicsSystem2D>().GetWorld();
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m_staticBody.reset(new Nz::RigidBody2D(&physWorld, m_geom));
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m_staticBody.reset(new Nz::RigidBody2D(&physWorld, 0.f, m_geom));
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Nz::Matrix4f matrix;
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if (m_entity->HasComponent<NodeComponent>())
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matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
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else
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matrix.MakeIdentity();
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m_staticBody->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
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}
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}
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/*!
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/*!
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