diff --git a/src/body/CollisionBody.cpp b/src/body/CollisionBody.cpp index f9a4702d..779cc747 100644 --- a/src/body/CollisionBody.cpp +++ b/src/body/CollisionBody.cpp @@ -41,8 +41,6 @@ CollisionBody::CollisionBody(const Transform& transform, CollisionWorld& world, : Body(id), mType(DYNAMIC), mTransform(transform), mProxyCollisionShapes(NULL), mNbCollisionShapes(0), mContactManifoldsList(NULL), mWorld(world) { - // Initialize the old transform - mOldTransform = transform; } // Destructor diff --git a/src/body/CollisionBody.h b/src/body/CollisionBody.h index c75631a5..819584b5 100644 --- a/src/body/CollisionBody.h +++ b/src/body/CollisionBody.h @@ -73,9 +73,6 @@ class CollisionBody : public Body { /// Position and orientation of the body Transform mTransform; - /// Last position and orientation of the body - Transform mOldTransform; - /// First element of the linked list of proxy collision shapes of this body ProxyShape* mProxyCollisionShapes; @@ -102,9 +99,6 @@ class CollisionBody : public Body { /// Remove all the collision shapes void removeAllCollisionShapes(); - /// Update the old transform with the current one. - void updateOldTransform(); - /// Update the broad-phase state for this body (because it has moved for instance) virtual void updateBroadPhaseState() const; @@ -241,12 +235,6 @@ inline void CollisionBody::setTransform(const Transform& transform) { updateBroadPhaseState(); } -// Update the old transform with the current one. -/// This is used to compute the interpolated position and orientation of the body -inline void CollisionBody::updateOldTransform() { - mOldTransform = mTransform; -} - // Return the first element of the linked list of contact manifolds involving this body /** * @return A pointer to the first element of the linked-list with the contact diff --git a/src/engine/DynamicsWorld.cpp b/src/engine/DynamicsWorld.cpp index 242c8af9..97fcfcda 100644 --- a/src/engine/DynamicsWorld.cpp +++ b/src/engine/DynamicsWorld.cpp @@ -328,9 +328,6 @@ void DynamicsWorld::integrateRigidBodiesVelocities() { mConstrainedAngularVelocities[indexBody] *= clamp(angularDamping, decimal(0.0), decimal(1.0)); - // Update the old Transform of the body - bodies[b]->updateOldTransform(); - indexBody++; } }