if(transform_changed)
{
- const TransformValues &tv = transform->get_values();
+ TransformValues tv = TransformValues::from_matrix(transform->get_world_transform().get_matrix());
if(b.body->is_kinematic() && !motion_changed)
b.physics_body->move_kinematic(tv.position, tv.rotation, dt);
else
if(!b.body->is_kinematic())
{
Handle<Transform> transform = b.entity->get_transform();
- transform->set_position(b.physics_body->get_position());
- transform->set_rotation(b.physics_body->get_rotation());
+ transform->set_world_values({ b.physics_body->get_position(), b.physics_body->get_rotation() });
b.transform_generation = transform->get_write_generation();
}