Update Jolt Physics BoxShape to allow for zero-sized boxes
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@ -59,7 +59,7 @@ BoxShape::BoxShape(const BoxShapeSettings &inSettings, ShapeResult &outResult) :
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{
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// Check convex radius
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if (inSettings.mConvexRadius < 0.0f
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|| inSettings.mHalfExtent.ReduceMin() <= inSettings.mConvexRadius)
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|| inSettings.mHalfExtent.ReduceMin() < inSettings.mConvexRadius)
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{
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outResult.SetError("Invalid convex radius");
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return;
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@ -278,7 +278,7 @@ void BoxShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg
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void BoxShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
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{
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new (&ioContext) GetTrianglesContextVertexList(inPositionCOM, inRotation, inScale, Mat44::sScale(mHalfExtent), sUnitBoxTriangles, sizeof(sUnitBoxTriangles) / sizeof(Vec3), GetMaterial());
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new (&ioContext) GetTrianglesContextVertexList(inPositionCOM, inRotation, inScale, Mat44::sScale(mHalfExtent), sUnitBoxTriangles, std::size(sUnitBoxTriangles), GetMaterial());
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}
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int BoxShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
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