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@@ -1203,10 +1203,10 @@ Vec3 closestPoint(const Obb& _obb, const Vec3& _point)
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toAabb(aabb, srt.scale);
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const Quaternion invRotation = invert(srt.rotation);
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- const Vec3 obbSpacePos = mul(sub(_point, srt.translation), invRotation);
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+ const Vec3 obbSpacePos = mul(sub(_point, srt.translation), srt.rotation);
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const Vec3 pos = closestPoint(aabb, obbSpacePos);
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- return add(mul(pos, srt.rotation), srt.translation);
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+ return add(mul(pos, invRotation), srt.translation);
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}
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Vec3 closestPoint(const Triangle& _triangle, const Vec3& _point)
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