Fix some TODOs in the code
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@ -1587,7 +1587,6 @@ class TestRaycast : public Test {
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test(mCallback.isHit);
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// Raycast hit agains the capsule shape
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// TODO : Previous it was a cylinder, now it is a capsule shape, maybe those tests are wrong now
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Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 1.5), mLocalShapeToWorld * Vector3(-30, 1.5, 2));
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Ray ray12(mLocalShapeToWorld * Vector3(1.5, 9, -1), mLocalShapeToWorld * Vector3(1.5, -30, -1));
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Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 3), mLocalShapeToWorld * Vector3(-1, 2, -30));
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@ -67,9 +67,6 @@ class RaycastManager : public rp3d::RaycastCallback {
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/// All the visual contact points
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std::vector<ContactPoint> mHitPoints;
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/// All the normals at hit points
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std::vector<Line*> mNormals;
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/// Contact point mesh folder path
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std::string mMeshFolderPath;
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@ -90,24 +87,12 @@ class RaycastManager : public rp3d::RaycastCallback {
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openglframework::Vector3 position(hitPos.x, hitPos.y, hitPos.z);
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mHitPoints.push_back(ContactPoint(position, normal, openglframework::Color::red()));
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// Create a line to display the normal at hit point
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// TODO : Remove the mNormals because the VisualContactPoint is now able to display the contact normal on its own
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Line* normalLine = new Line(position, position + normal);
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mNormals.push_back(normalLine);
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return raycastInfo.hitFraction;
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}
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void resetPoints() {
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mHitPoints.clear();
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// Destroy all the normals
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for (std::vector<Line*>::iterator it = mNormals.begin();
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it != mNormals.end(); ++it) {
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delete (*it);
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}
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mNormals.clear();
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}
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std::vector<ContactPoint> getHitPoints() const {
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