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Update SkeletonModel::_boundingShape position
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@ -108,6 +108,9 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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float fraction = 0.1f; // fraction = 0.1f left intentionally low for demo purposes
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moveShapesTowardJoints(fraction);
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}
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_boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
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_boundingShape.setRotation(_rotation);
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}
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void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
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