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@ -228,9 +228,6 @@ void HeightFieldShape::computeMinMaxGridCoordinates(int* minCoords, int* maxCoor
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/// the ray hits many triangles.
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bool HeightFieldShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const {
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// TODO : Implement raycasting without using an AABB for the ray
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// but using a dynamic AABB tree or octree instead
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RP3D_PROFILE("HeightFieldShape::raycast()", mProfiler);
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// Apply the concave mesh inverse scale factor because the mesh is stored without scaling
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@ -295,9 +292,6 @@ bool HeightFieldShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collide
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while (i >= 0 && i < nbCellsI && j >= 0 && j < nbCellsJ) {
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// TODO : Remove this
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//std::cout << "Cell " << i << ", " << j << std::endl;
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// Compute the four point of the current quad
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const Vector3 p1 = getVertexAt(i, j);
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const Vector3 p2 = getVertexAt(i, j + 1);
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