JoltPhysics3D: Fix raycast body for static bodies
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@ -385,7 +385,6 @@ namespace Nz
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creationSettings.mMaxLinearVelocity = settings.maxLinearVelocity;
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creationSettings.mMaxLinearVelocity = settings.maxLinearVelocity;
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creationSettings.mObjectLayer = 1;
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creationSettings.mObjectLayer = 1;
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creationSettings.mRestitution = settings.restitution;
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creationSettings.mRestitution = settings.restitution;
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creationSettings.mUserData = SafeCast<UInt64>(reinterpret_cast<std::uintptr_t>(this));
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creationSettings.mMassPropertiesOverride = creationSettings.GetShape()->GetMassProperties();
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creationSettings.mMassPropertiesOverride = creationSettings.GetShape()->GetMassProperties();
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creationSettings.mMassPropertiesOverride.ScaleToMass(settings.mass);
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creationSettings.mMassPropertiesOverride.ScaleToMass(settings.mass);
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@ -421,6 +420,7 @@ namespace Nz
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creationSettings.mPosition = ToJolt(settings.position);
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creationSettings.mPosition = ToJolt(settings.position);
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creationSettings.mRotation = ToJolt(settings.rotation);
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creationSettings.mRotation = ToJolt(settings.rotation);
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creationSettings.mUserData = SafeCast<UInt64>(reinterpret_cast<std::uintptr_t>(this));
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}
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}
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bool JoltRigidBody3D::ShouldActivate() const
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bool JoltRigidBody3D::ShouldActivate() const
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