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