mirror of https://github.com/axmolengine/axmol.git
multiply scale before construct physics
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@ -695,6 +695,9 @@ bool Physics3DCollisionCallbackDemo::init()
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float scale = 2.0f;
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std::vector<Vec3> trianglesList = Bundle3D::getTrianglesList("Sprite3DTest/boss.c3b");
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for (auto& it : trianglesList) {
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it *= scale;
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}
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rbDes.mass = 0.0f;
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rbDes.shape = Physics3DShape::createMesh(&trianglesList[0], (int)trianglesList.size() / 3);
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