Refactor OrientedBoundingBox to use Transform for transformation instead of Matrix (for large worlds)
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@@ -50,7 +50,7 @@ namespace FlaxEditor.SceneGraph.Actors
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OrientedBoundingBox bounds;
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bounds.Extents = Vector3.Half;
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bounds.Transformation = world;
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world.Decompose(out bounds.Transformation);
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normal = -ray.Ray.Direction;
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return bounds.Intersects(ref ray.Ray, out distance);
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