Scaling of Collision Shapes
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andy_thomason
Rigid bodies in the physics world "control" <node> elements in the visual scene but they get their initial position and size from the transormation information in the node. Currently position and rotation works fine but we need to apply any scaling to the rigid body's collision shape(s). For example, all cubes could share the same collsion shape (see last point) but the cubes can be different sizes so we can use the same collsion shape but call setLocalScaling() on it before using it to create a rigid body.