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Fix NPC physics scale problem
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@ -89,18 +89,19 @@ namespace Physic
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}
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void PhysicActor::setScale(float scale){
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Ogre::Vector3 position = getPosition();
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Ogre::Quaternion rotation = getRotation();
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//We only need to change the scaled box translation, box rotations remain the same.
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mBoxScaledTranslation = mBoxScaledTranslation / mBody->getCollisionShape()->getLocalScaling().getX();
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mBoxScaledTranslation *= scale;
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if(mBody){
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mEngine->dynamicsWorld->removeRigidBody(mBody);
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mEngine->dynamicsWorld->removeRigidBody(mRaycastingBody);
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delete mBody;
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delete mRaycastingBody;
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}
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//Create the newly scaled rigid body
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mBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, position, rotation);
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mEngine->addRigidBody(mBody, false); //Add rigid body to dynamics world, but do not add to object map
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mBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, getPosition(), getRotation());
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mRaycastingBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, getPosition(), getRotation(), 0, 0, true);
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mEngine->addRigidBody(mBody, false, mRaycastingBody); //Add rigid body to dynamics world, but do not add to object map
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}
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Ogre::Vector3 PhysicActor::getHalfExtents() const
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