Fix init_physics_transform running twice and breaking scene hierarchies#873
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Objective
The
init_physics_transformhook can fail for scenes, because hierarchies may not be finalized in hooks (see bevyengine/bevy#18671). This normally doesn't actually cause problems, but in a very specific case where an entity has both aRigidBodyandCollider(causinginit_physics_transformto be called twice) in a hierarchy, and the insertion of one of the components is deferred such that the hierarchy is finalized for that one but not the other, the computed global transforms will end up being wrong. Yeah.Solution
For now, just avoid calling
init_physics_transformtwice by checking if the entity has aRigidBodyfor colliders.Additionally, only run
transform_to_positionlogic forPositionandRotationif they were not just added, to avoid using the invalid values. Propagation will fix things up later.Testing
The
physics_avianexample from bevy_trenchbroom, adding aRigidBodyfor the brushes.