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removed unused blob of code
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1 changed files with 0 additions and 42 deletions
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@ -364,48 +364,6 @@ void PhysicsEngine::computeCollisionEvents() {
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}
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}
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}
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}
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}
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#if 0
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// avatar collisions
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btManifoldArray manifoldArray;
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btBroadphasePairArray& pairArray = _avatarGhostObject->getOverlappingPairCache()->getOverlappingPairArray();
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int numPairs = pairArray.size();
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for (int i = 0; i < numPairs; i++) {
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manifoldArray.clear();
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const btBroadphasePair& pair = pairArray[i];
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// unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache:
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btBroadphasePair* collisionPair = _dynamicsWorld->getPairCache()->findPair(pair.m_pProxy0, pair.m_pProxy1);
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if (!collisionPair) {
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continue;
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}
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if (collisionPair->m_algorithm) {
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collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
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}
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for (int j=0;j<manifoldArray.size();j++) {
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btPersistentManifold* manifold = manifoldArray[j];
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btScalar directionSign = manifold->getBody0() == _avatarGhostObject ? btScalar(-1.0) : btScalar(1.0);
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for (int p=0; p<manifold->getNumContacts(); p++) {
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const btManifoldPoint& pt = manifold->getContactPoint(p);
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if (pt.getDistance() < 0.f) {
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const btVector3& ptA = pt.getPositionWorldOnA();
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const btVector3& ptB = pt.getPositionWorldOnB();
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const btVector3& normalOnB = pt.m_normalWorldOnB;
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/// work here
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qDebug() << "HERE";
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}
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}
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}
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}
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#endif
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// We harvest collision callbacks every few frames, which contributes the following effects:
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// We harvest collision callbacks every few frames, which contributes the following effects:
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//
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//
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