8000 Fix: Synchronize static and collision body transforms to entity Transform by SpectralDragon · Pull Request #65 · AdaEngine/AdaEngine · GitHub
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Fix: Synchronize static and collision body transforms to entity Transform #65

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google-labs-jules bot and others added 3 commits May 27, 2025 15:52
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This ensures that changes you make directly to the `runtimeBody` of static `PhysicsBody2DComponent`s and `Collision2DComponent`s are reflected in the entity's `Transform` component during the physics update cycle.

- I modified `updatePhysicsBodyEntities` to update the entity's `Transform` after a static physics body's transform is changed.
- I modified `updateCollisionEntities` to update the entity's `Transform` after a collision body's transform is changed.
- I added `testStaticBodyTransformSync` to verify the fix for static physics bodies.
- I added `testCollisionBodyTransformSync` to verify the fix for collision bodies.
@SpectralDragon SpectralDragon force-pushed the fix/physics-transform-sync branch from d74d4d6 to 6860784 Compare May 27, 2025 14:54
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