Fix invalid Rigidbody bounds if it has no shapes attached
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@@ -1607,6 +1607,12 @@ void PhysicsBackend::GetActorBounds(void* actor, BoundingBox& bounds)
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bounds = P2C(actorPhysX->getWorldBounds(boundsScale));
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}
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int32 PhysicsBackend::GetRigidActorShapesCount(void* actor)
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{
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auto actorPhysX = (PxRigidActor*)actor;
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return actorPhysX->getNbShapes();
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}
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void* PhysicsBackend::CreateRigidDynamicActor(IPhysicsActor* actor, const Vector3& position, const Quaternion& orientation)
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{
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const PxTransform trans(C2P(position), C2P(orientation));
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@@ -1749,13 +1755,13 @@ bool PhysicsBackend::GetRigidDynamicActorIsSleeping(void* actor)
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return actorPhysX->isSleeping();
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}
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void PhysicsBackend::GetRigidActorSleep(void* actor)
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void PhysicsBackend::RigidDynamicActorSleep(void* actor)
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{
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auto actorPhysX = (PxRigidDynamic*)actor;
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actorPhysX->putToSleep();
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}
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void PhysicsBackend::GetRigidDynamicActorWakeUp(void* actor)
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void PhysicsBackend::RigidDynamicActorWakeUp(void* actor)
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{
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auto actorPhysX = (PxRigidDynamic*)actor;
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actorPhysX->wakeUp();
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