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setting bound as public and add velocity with a if instead of a try/catch
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@@ -33,9 +33,9 @@ TEST_CASE("Collsion test", "[Component][System]")
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Entity &entity = wal.scene->getEntities()[0];
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REQUIRE(entity.getComponent<PositionComponent>().position == Vector3f());
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entity.getComponent<CollisionComponent>()._bound.x = 5;
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entity.getComponent<CollisionComponent>()._bound.y = 5;
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entity.getComponent<CollisionComponent>()._bound.z = 5;
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entity.getComponent<CollisionComponent>().bound.x = 5;
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entity.getComponent<CollisionComponent>().bound.y = 5;
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entity.getComponent<CollisionComponent>().bound.z = 5;
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collision.onUpdate(entity, std::chrono::nanoseconds(1));
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collision.onFixedUpdate(entity);
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