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remove unused API from ObjectDynamic and friends
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parent
9e08dadaf4
commit
9b3754c2ee
4 changed files with 0 additions and 91 deletions
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@ -53,31 +53,3 @@ QVariantMap AssignmentDynamic::getArguments() {
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qDebug() << "UNEXPECTED -- AssignmentDynamic::getArguments called in assignment-client.";
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qDebug() << "UNEXPECTED -- AssignmentDynamic::getArguments called in assignment-client.";
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return QVariantMap();
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return QVariantMap();
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}
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}
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glm::vec3 AssignmentDynamic::getPosition() {
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qDebug() << "UNEXPECTED -- AssignmentDynamic::getPosition called in assignment-client.";
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return glm::vec3(0.0f);
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}
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glm::quat AssignmentDynamic::getRotation() {
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qDebug() << "UNEXPECTED -- AssignmentDynamic::getRotation called in assignment-client.";
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return glm::quat();
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}
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glm::vec3 AssignmentDynamic::getLinearVelocity() {
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qDebug() << "UNEXPECTED -- AssignmentDynamic::getLinearVelocity called in assignment-client.";
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return glm::vec3(0.0f);
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}
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void AssignmentDynamic::setLinearVelocity(glm::vec3 linearVelocity) {
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qDebug() << "UNEXPECTED -- AssignmentDynamic::setLinearVelocity called in assignment-client.";
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}
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glm::vec3 AssignmentDynamic::getAngularVelocity() {
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qDebug() << "UNEXPECTED -- AssignmentDynamic::getAngularVelocity called in assignment-client.";
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return glm::vec3(0.0f);
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}
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void AssignmentDynamic::setAngularVelocity(glm::vec3 angularVelocity) {
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qDebug() << "UNEXPECTED -- AssignmentDynamic::setAngularVelocity called in assignment-client.";
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}
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@ -39,13 +39,6 @@ private:
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QByteArray _data;
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QByteArray _data;
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protected:
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protected:
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virtual glm::vec3 getPosition() override;
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virtual glm::quat getRotation() override;
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virtual glm::vec3 getLinearVelocity() override;
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virtual void setLinearVelocity(glm::vec3 linearVelocity) override;
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virtual glm::vec3 getAngularVelocity() override;
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virtual void setAngularVelocity(glm::vec3 angularVelocity) override;
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bool _active;
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bool _active;
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EntityItemWeakPointer _ownerEntity;
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EntityItemWeakPointer _ownerEntity;
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};
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};
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@ -160,56 +160,6 @@ btRigidBody* ObjectDynamic::getRigidBody() {
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return nullptr;
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return nullptr;
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}
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}
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glm::vec3 ObjectDynamic::getPosition() {
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auto rigidBody = getRigidBody();
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if (!rigidBody) {
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return glm::vec3(0.0f);
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}
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return bulletToGLM(rigidBody->getCenterOfMassPosition());
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}
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glm::quat ObjectDynamic::getRotation() {
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auto rigidBody = getRigidBody();
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if (!rigidBody) {
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return glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
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}
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return bulletToGLM(rigidBody->getOrientation());
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}
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glm::vec3 ObjectDynamic::getLinearVelocity() {
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auto rigidBody = getRigidBody();
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if (!rigidBody) {
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return glm::vec3(0.0f);
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}
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return bulletToGLM(rigidBody->getLinearVelocity());
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}
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void ObjectDynamic::setLinearVelocity(glm::vec3 linearVelocity) {
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auto rigidBody = getRigidBody();
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if (!rigidBody) {
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return;
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}
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rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
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rigidBody->activate();
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}
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glm::vec3 ObjectDynamic::getAngularVelocity() {
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auto rigidBody = getRigidBody();
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if (!rigidBody) {
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return glm::vec3(0.0f);
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}
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return bulletToGLM(rigidBody->getAngularVelocity());
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}
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void ObjectDynamic::setAngularVelocity(glm::vec3 angularVelocity) {
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auto rigidBody = getRigidBody();
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if (!rigidBody) {
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return;
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}
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rigidBody->setAngularVelocity(glmToBullet(angularVelocity));
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rigidBody->activate();
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}
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void ObjectDynamic::activateBody(bool forceActivation) {
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void ObjectDynamic::activateBody(bool forceActivation) {
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auto rigidBody = getRigidBody();
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auto rigidBody = getRigidBody();
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if (rigidBody) {
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if (rigidBody) {
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@ -56,12 +56,6 @@ protected:
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btRigidBody* getOtherRigidBody(EntityItemID otherEntityID);
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btRigidBody* getOtherRigidBody(EntityItemID otherEntityID);
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EntityItemPointer getEntityByID(EntityItemID entityID) const;
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EntityItemPointer getEntityByID(EntityItemID entityID) const;
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virtual btRigidBody* getRigidBody();
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virtual btRigidBody* getRigidBody();
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virtual glm::vec3 getPosition() override;
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virtual glm::quat getRotation() override;
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virtual glm::vec3 getLinearVelocity() override;
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virtual void setLinearVelocity(glm::vec3 linearVelocity) override;
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virtual glm::vec3 getAngularVelocity() override;
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virtual void setAngularVelocity(glm::vec3 angularVelocity) override;
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virtual void activateBody(bool forceActivation = false);
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virtual void activateBody(bool forceActivation = false);
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virtual void forceBodyNonStatic();
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virtual void forceBodyNonStatic();
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