diff --git a/src/collision/shapes/HeightFieldShape.cpp b/src/collision/shapes/HeightFieldShape.cpp index 22d76431..6480585c 100644 --- a/src/collision/shapes/HeightFieldShape.cpp +++ b/src/collision/shapes/HeightFieldShape.cpp @@ -228,9 +228,6 @@ void HeightFieldShape::computeMinMaxGridCoordinates(int* minCoords, int* maxCoor /// the ray hits many triangles. bool HeightFieldShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const { - // TODO : Implement raycasting without using an AABB for the ray - // but using a dynamic AABB tree or octree instead - RP3D_PROFILE("HeightFieldShape::raycast()", mProfiler); // Apply the concave mesh inverse scale factor because the mesh is stored without scaling @@ -295,9 +292,6 @@ bool HeightFieldShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collide while (i >= 0 && i < nbCellsI && j >= 0 && j < nbCellsJ) { - // TODO : Remove this - //std::cout << "Cell " << i << ", " << j << std::endl; - // Compute the four point of the current quad const Vector3 p1 = getVertexAt(i, j); const Vector3 p2 = getVertexAt(i, j + 1);