Rotation right this time
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@@ -56,7 +56,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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position.x = transformComponent->Position.x;
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position.y = transformComponent->Position.y;
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float angle = glm::degrees(-glm::eulerAngles(transformComponent->Orientation).z);
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float angle = -glm::eulerAngles(transformComponent->Orientation).z;
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body->SetTransform(position, angle);
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}
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@@ -131,7 +131,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
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bodyDef.angle = glm::degrees(-glm::eulerAngles(absoluteTransform.Orientation).z);
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bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
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if (physicsComponent->Static) {
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bodyDef.type = b2_staticBody;
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@@ -172,7 +172,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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b2FixtureDef fixtureDef;
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fixtureDef.shape = pShape;
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fixtureDef.density = 1.f;
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fixtureDef.restitution = 1.0f;
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fixtureDef.restitution = 0.0f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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