Use smoothed transform directly for shadow
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0a020210e5
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@ -82,7 +82,7 @@ void Shadow::update(bool enabled)
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v[1].m_position.X = 1; v[1].m_position.Z = 1; v[1].m_position.Y = 0;
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v[2].m_position.X = -1; v[2].m_position.Z = -1; v[2].m_position.Y = 0;
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v[3].m_position.X = 1; v[3].m_position.Z = -1; v[3].m_position.Y = 0;
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btTransform kart_trans = m_kart.getTrans();
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btTransform kart_trans = m_kart.getSmoothedTrans();
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btTransform skidding_rotation;
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skidding_rotation.setOrigin(Vec3(0, 0, 0));
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skidding_rotation.setRotation
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@ -94,7 +94,6 @@ void Shadow::update(bool enabled)
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Vec3 up_vector = kart_trans.getBasis().getColumn(1);
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up_vector = up_vector * (wi.m_raycastInfo.m_suspensionLength - 0.02f);
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Vec3 pos = kart_trans(Vec3(v[i].m_position)) - up_vector;
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m_kart.transformSmoothedPosition(&pos);
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v[i].m_position = pos.toIrrVector();
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v[i].m_normal = MiniGLM::compressVector3
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(Vec3(wi.m_raycastInfo.m_contactNormalWS).toIrrVector());
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