Refactor Vector types to support 64-bit precision via define switch
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@@ -150,9 +150,8 @@ void MeshCollider::GetGeometry(CollisionShape& collision)
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{
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// Prepare scale
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Vector3 scale = _cachedScale;
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scale.Absolute();
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const float minSize = 0.001f;
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scale = Vector3::Max(scale, minSize);
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scale = Vector3::Max(scale.GetNegative(), minSize);
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// Setup shape (based on type)
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CollisionDataType type = CollisionDataType::None;
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