Reverted computing point offsets in local space
Force is applied in world space, so contact points should also be in world space
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@ -108,14 +108,13 @@ namespace SHADE
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memcpy_s(newConstraint.tangents, TANGENTS_SIZE, manifold.tangents, TANGENTS_SIZE);
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memcpy_s(newConstraint.contacts, CONTACTS_SIZE, manifold.contacts, CONTACTS_SIZE);
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// Compute rA & rB for contacts with the local centroids
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const SHVec3 LOCAL_COM_A = BODY_A ? BODY_A->localCentroid : SHVec3::Zero;
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const SHVec3 LOCAL_COM_B = BODY_B ? BODY_B->localCentroid : SHVec3::Zero;
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const SHCollisionUtils::ShapeTransform TF_A{ SHAPE_A->GetWorldCentroid(), SHAPE_A->GetWorldOrientation() };
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const SHCollisionUtils::ShapeTransform TF_B{ SHAPE_B->GetWorldCentroid(), SHAPE_B->GetWorldOrientation() };
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for (uint32_t i = 0; i < newConstraint.numContacts; ++i)
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{
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newConstraint.contacts[i].rA = newConstraint.contacts[i].localPointA - LOCAL_COM_A;
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newConstraint.contacts[i].rB = newConstraint.contacts[i].localPointB - LOCAL_COM_B;
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newConstraint.contacts[i].rA = (TF_A * newConstraint.contacts[i].localPointA) - newConstraint.centerOfMassA;
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newConstraint.contacts[i].rB = (TF_B * newConstraint.contacts[i].localPointB) - newConstraint.centerOfMassB;
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}
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}
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