diff --git a/libraries/entities/src/EntityItem.cpp b/libraries/entities/src/EntityItem.cpp index a744d39f05..48ceed863e 100644 --- a/libraries/entities/src/EntityItem.cpp +++ b/libraries/entities/src/EntityItem.cpp @@ -1015,7 +1015,6 @@ void EntityItem::recalculateCollisionShape() { entityAACube.scale(TREE_SCALE); // scale to meters _collisionShape.setTranslation(entityAACube.calcCenter()); _collisionShape.setScale(entityAACube.getScale()); - // TODO: use motionState to update physics object } const float MIN_POSITION_DELTA = 0.0001f; diff --git a/libraries/physics/src/ObjectMotionState.cpp b/libraries/physics/src/ObjectMotionState.cpp index f8f0712d5e..46c67c0ec2 100644 --- a/libraries/physics/src/ObjectMotionState.cpp +++ b/libraries/physics/src/ObjectMotionState.cpp @@ -154,8 +154,6 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStep // NOTE: math in done the simulation-frame, which is NOT necessarily the same as the world-frame // due to _worldOffset. - // TODO: Andrew to reconcile Bullet and legacy damping coefficients. - // compute position error if (glm::length2(_sentVelocity) > 0.0f) { _sentVelocity += _sentAcceleration * dt; diff --git a/libraries/physics/src/ObjectMotionState.h b/libraries/physics/src/ObjectMotionState.h index c0d3d2cabf..cb19babc1d 100644 --- a/libraries/physics/src/ObjectMotionState.h +++ b/libraries/physics/src/ObjectMotionState.h @@ -111,7 +111,7 @@ protected: glm::vec3 _sentPosition; // in simulation-frame (not world-frame) glm::quat _sentRotation;; glm::vec3 _sentVelocity; - glm::vec3 _sentAngularVelocity; + glm::vec3 _sentAngularVelocity; // radians per second glm::vec3 _sentAcceleration; };