Fix constraints resolution with non-identity relative collider position.
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@@ -104,8 +104,8 @@ impl PositionConstraint {
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let mut local_p2 = [Point::origin(); MAX_MANIFOLD_POINTS];
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for l in 0..manifold_points.len() {
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local_p1[l] = manifold_points[l].local_p1 + shift1;
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local_p2[l] = manifold_points[l].local_p2 + shift2;
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local_p1[l] = manifold.delta1 * (manifold_points[l].local_p1 + shift1);
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local_p2[l] = manifold.delta2 * (manifold_points[l].local_p2 + shift2);
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}
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let constraint = PositionConstraint {
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