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Type renames:
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
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@@ -138,7 +138,7 @@ void CollisionObjectSW::_update_shapes() {
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}
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//not quite correct, should compute the next matrix..
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AABB shape_aabb=s.shape->get_aabb();
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Rect3 shape_aabb=s.shape->get_aabb();
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Transform xform = transform * s.xform;
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shape_aabb=xform.xform(shape_aabb);
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s.aabb_cache=shape_aabb;
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@@ -167,10 +167,10 @@ void CollisionObjectSW::_update_shapes_with_motion(const Vector3& p_motion) {
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}
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//not quite correct, should compute the next matrix..
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AABB shape_aabb=s.shape->get_aabb();
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Rect3 shape_aabb=s.shape->get_aabb();
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Transform xform = transform * s.xform;
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shape_aabb=xform.xform(shape_aabb);
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shape_aabb=shape_aabb.merge(AABB( shape_aabb.pos+p_motion,shape_aabb.size)); //use motion
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shape_aabb=shape_aabb.merge(Rect3( shape_aabb.pos+p_motion,shape_aabb.size)); //use motion
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s.aabb_cache=shape_aabb;
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space->get_broadphase()->move(s.bpid,shape_aabb);
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