Few fixes to box2d bodies inside composites (WIP)
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Submodule hyperlap2d-runtime-libgdx updated: 9246f0f9e0...4af838946a
@@ -28,16 +28,18 @@ public class PhysicsAdjustSystem extends PhysicsSystem {
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if(physicsBodyComponent.body == null) return;
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transformVec.x = transformComponent.originX;
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transformVec.y = transformComponent.originY;
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int parentEntity = parentNodeComponentMapper.get(entity).parentEntity;
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ParentNodeComponent rootParentNode = parentNodeComponentMapper.get(parentEntity);
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float rotation = transformComponent.rotation;
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if (rootParentNode != null) {
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transformVec.x = transformComponent.originX;
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transformVec.y = transformComponent.originY;
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TransformMathUtils.localToSceneCoordinates(entity, transformVec, transformComponentMapper, parentNodeComponentMapper);
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rotation = TransformMathUtils.localToSceneRotation(entity, transformComponentMapper, parentNodeComponentMapper);
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} else {
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transformVec.x = transformComponent.x + transformComponent.originX;
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transformVec.y = transformComponent.y + transformComponent.originY;
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}
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physicsBodyComponent.body.setTransform(transformVec, transformComponent.rotation * MathUtils.degreesToRadians);
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physicsBodyComponent.body.setTransform(transformVec, rotation * MathUtils.degreesToRadians);
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}
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}
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