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remove some TODO comments
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336378679f
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3 changed files with 1 additions and 4 deletions
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@ -1015,7 +1015,6 @@ void EntityItem::recalculateCollisionShape() {
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entityAACube.scale(TREE_SCALE); // scale to meters
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entityAACube.scale(TREE_SCALE); // scale to meters
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_collisionShape.setTranslation(entityAACube.calcCenter());
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_collisionShape.setTranslation(entityAACube.calcCenter());
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_collisionShape.setScale(entityAACube.getScale());
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_collisionShape.setScale(entityAACube.getScale());
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// TODO: use motionState to update physics object
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}
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}
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const float MIN_POSITION_DELTA = 0.0001f;
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const float MIN_POSITION_DELTA = 0.0001f;
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@ -154,8 +154,6 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStep
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// NOTE: math in done the simulation-frame, which is NOT necessarily the same as the world-frame
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// NOTE: math in done the simulation-frame, which is NOT necessarily the same as the world-frame
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// due to _worldOffset.
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// due to _worldOffset.
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// TODO: Andrew to reconcile Bullet and legacy damping coefficients.
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// compute position error
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// compute position error
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if (glm::length2(_sentVelocity) > 0.0f) {
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if (glm::length2(_sentVelocity) > 0.0f) {
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_sentVelocity += _sentAcceleration * dt;
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_sentVelocity += _sentAcceleration * dt;
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@ -111,7 +111,7 @@ protected:
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glm::vec3 _sentPosition; // in simulation-frame (not world-frame)
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glm::vec3 _sentPosition; // in simulation-frame (not world-frame)
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glm::quat _sentRotation;;
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glm::quat _sentRotation;;
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glm::vec3 _sentVelocity;
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glm::vec3 _sentVelocity;
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glm::vec3 _sentAngularVelocity;
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glm::vec3 _sentAngularVelocity; // radians per second
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glm::vec3 _sentAcceleration;
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glm::vec3 _sentAcceleration;
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};
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};
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