Add logs, remove warnings, ...
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@ -2,6 +2,9 @@
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## Version 0.8.0
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Note that this release contains some public API changes. Please read carefully the following changes before upgrading to this new version and
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do not hesitate to take a look at the user manual.
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### Added
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- It is now possible to change the size of a BoxShape using the BoxShape::setHalfExtents() method
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@ -137,7 +137,7 @@ inline decimal CapsuleShape::getRadius() const {
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* @param radius The radius of the capsule (in meters)
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*/
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inline void CapsuleShape::setRadius(decimal radius) {
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// TODO : Throw a library error here if radius is not larger than zero
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assert(radius > decimal(0.0));
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mMargin = radius;
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@ -160,7 +160,6 @@ inline decimal CapsuleShape::getHeight() const {
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*/
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inline void CapsuleShape::setHeight(decimal height) {
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// TODO : Throw a library error here if radius is not larger than zero
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assert(height > decimal(0.0));
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mHalfHeight = height * decimal(0.5);
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@ -63,7 +63,6 @@ using uint32 = std::uint32_t;
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using int64 = std::int64_t;
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using uint64 = std::uint64_t;
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// TODO : Delete this
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struct Entity;
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using bodypair = Pair<Entity, Entity>;
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@ -710,34 +710,6 @@ inline uint PhysicsWorld::getNbCollisionBodies() const {
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return mCollisionBodies.size();
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}
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// Return a constant pointer to a given CollisionBody of the world
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/**
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* @param index Index of a CollisionBody in the world
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* @return Constant pointer to a given CollisionBody
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*/
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inline const CollisionBody* PhysicsWorld::getCollisionBody(uint index) const {
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assert(index < mCollisionBodies.size());
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// TODO : Report error here if index is not within bounds
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return mCollisionBodies[index];
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}
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// Return a pointer to a given CollisionBody of the world
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/**
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* @param index Index of a CollisionBody in the world
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* @return Pointer to a given CollisionBody
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*/
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inline CollisionBody* PhysicsWorld::getCollisionBody(uint index) {
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assert(index < mCollisionBodies.size());
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// TODO : Report error here if index is not within bounds
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return mCollisionBodies[index];
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}
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// Return the number of RigidBody in the physics world
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/**
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* @return The number of rigid bodies in the physics world
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@ -746,34 +718,6 @@ inline uint PhysicsWorld::getNbRigidBodies() const {
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return mRigidBodies.size();
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}
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// Return a constant pointer to a given RigidBody of the world
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/**
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* @param index Index of a RigidBody in the world
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* @return Constant pointer to a given RigidBody
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*/
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inline const RigidBody* PhysicsWorld::getRigidBody(uint index) const {
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assert(index < mRigidBodies.size());
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// TODO : Report error here if index is not within bounds
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return mRigidBodies[index];
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}
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// Return a pointer to a given RigidBody of the world
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/**
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* @param index Index of a RigidBody in the world
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* @return Pointer to a given RigidBody
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*/
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inline RigidBody* PhysicsWorld::getRigidBody(uint index) {
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assert(index < mRigidBodies.size());
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// TODO : Report error here if index is not within bounds
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return mRigidBodies[index];
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}
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// Return true if the debug rendering is enabled
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/**
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* @return True if the debug rendering is enabled and false otherwise
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@ -319,7 +319,7 @@ class CollisionDetectionSystem {
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void removeNoCollisionPair(Entity body1Entity, Entity body2Entity);
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/// Ask for a collision shape to be tested again during broad-phase.
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void askForBroadPhaseCollisionCheck(Collider* shape);
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void askForBroadPhaseCollisionCheck(Collider* collider);
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/// Notify that the overlapping pairs where a given collider is involved need to be tested for overlap
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void notifyOverlappingPairsToTestOverlap(Collider* collider);
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@ -411,10 +411,10 @@ inline void CollisionDetectionSystem::removeNoCollisionPair(Entity body1Entity,
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// Ask for a collision shape to be tested again during broad-phase.
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/// We simply put the shape in the list of collision shape that have moved in the
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/// previous frame so that it is tested for collision again in the broad-phase.
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inline void CollisionDetectionSystem::askForBroadPhaseCollisionCheck(Collider* shape) {
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inline void CollisionDetectionSystem::askForBroadPhaseCollisionCheck(Collider* collider) {
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if (shape->getBroadPhaseId() != -1) {
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mBroadPhaseSystem.addMovedCollider(shape->getBroadPhaseId(), shape);
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if (collider->getBroadPhaseId() != -1) {
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mBroadPhaseSystem.addMovedCollider(collider->getBroadPhaseId(), collider);
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}
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}
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@ -296,11 +296,9 @@ class ContactSolverSystem {
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decimal& mRestitutionVelocityThreshold;
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/// Contact constraints
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// TODO : Use List<> here
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ContactManifoldSolver* mContactConstraints;
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/// Contact points
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// TODO : Use List<> here
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ContactPointSolver* mContactPoints;
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/// Number of contact point constraints
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@ -531,7 +531,11 @@ void RigidBody::setMass(decimal mass) {
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mWorld.mRigidBodyComponents.setMass(mEntity, mass);
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// TODO : Report error if mass is negative
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if (mass < decimal(0.0)) {
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RP3D_LOG(mWorld.mConfig.worldName, Logger::Level::Error, Logger::Category::Body,
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"Error when setting the mass of a rigid body: the mass must be a positive value", __FILE__, __LINE__);
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}
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if (mWorld.mRigidBodyComponents.getMass(mEntity) > decimal(0.0)) {
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mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mass);
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@ -71,14 +71,13 @@ bool Collider::testPointInside(const Vector3& worldPoint) {
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*/
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void Collider::setCollisionCategoryBits(unsigned short collisionCategoryBits) {
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// TODO : Here we should probably remove all overlapping pairs with this shape in the
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// broad-phase and add the shape in the "has moved" shape list so it is reevaluated
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// with the new mask bits
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mBody->mWorld.mCollidersComponents.setCollisionCategoryBits(mEntity, collisionCategoryBits);
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int broadPhaseId = mBody->mWorld.mCollidersComponents.getBroadPhaseId(mEntity);
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// Ask the broad-phase collision detection to test this collider next frame
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mBody->mWorld.mCollisionDetection.askForBroadPhaseCollisionCheck(this);
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RP3D_LOG(mBody->mWorld.mConfig.worldName, Logger::Level::Information, Logger::Category::Collider,
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"Collider " + std::to_string(broadPhaseId) + ": Set collisionCategoryBits=" +
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std::to_string(collisionCategoryBits), __FILE__, __LINE__);
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*/
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void Collider::setCollideWithMaskBits(unsigned short collideWithMaskBits) {
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// TODO : Here we should probably remove all overlapping pairs with this shape in the
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// broad-phase and add the shape in the "has moved" shape list so it is reevaluated
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// with the new mask bits
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mBody->mWorld.mCollidersComponents.setCollideWithMaskBits(mEntity, collideWithMaskBits);
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int broadPhaseId = mBody->mWorld.mCollidersComponents.getBroadPhaseId(mEntity);
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// Ask the broad-phase collision detection to test this collider next frame
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mBody->mWorld.mCollisionDetection.askForBroadPhaseCollisionCheck(this);
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RP3D_LOG(mBody->mWorld.mConfig.worldName, Logger::Level::Information, Logger::Category::Collider,
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"Collider" + std::to_string(broadPhaseId) + ": Set collideWithMaskBits=" +
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std::to_string(collideWithMaskBits), __FILE__, __LINE__);
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@ -196,7 +196,7 @@ void TriangleVertexArray::computeVerticesNormals() {
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*/
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void TriangleVertexArray::getTriangleVerticesIndices(uint triangleIndex, uint* outVerticesIndices) const {
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assert(triangleIndex >= 0 && triangleIndex < mNbTriangles);
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assert(triangleIndex < mNbTriangles);
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const uchar* triangleIndicesPointer = mIndicesStart + triangleIndex * mIndicesStride;
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const void* startTriangleIndices = static_cast<const void*>(triangleIndicesPointer);
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@ -224,7 +224,7 @@ void TriangleVertexArray::getTriangleVerticesIndices(uint triangleIndex, uint* o
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*/
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void TriangleVertexArray::getTriangleVertices(uint triangleIndex, Vector3* outTriangleVertices) const {
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assert(triangleIndex >= 0 && triangleIndex < mNbTriangles);
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assert(triangleIndex < mNbTriangles);
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// Get the three vertex index of the three vertices of the triangle
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uint verticesIndices[3];
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*/
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void TriangleVertexArray::getTriangleVerticesNormals(uint triangleIndex, Vector3* outTriangleVerticesNormals) const {
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assert(triangleIndex >= 0 && triangleIndex < mNbTriangles);
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assert(triangleIndex < mNbTriangles);
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// Get the three vertex index of the three vertices of the triangle
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uint verticesIndices[3];
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@ -823,7 +823,6 @@ bool SATAlgorithm::testCollisionConvexPolyhedronVsConvexPolyhedron(NarrowPhaseIn
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// Now, we will clip the shapes along this axis to find the contact points
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assert(minPenetrationDepth > decimal(0.0));
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assert((isMinPenetrationFaceNormal && minFaceIndex >= 0) || !isMinPenetrationFaceNormal);
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// If the minimum separating axis is a face normal
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if (isMinPenetrationFaceNormal) {
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@ -39,7 +39,7 @@ using namespace reactphysics3d;
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*/
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CapsuleShape::CapsuleShape(decimal radius, decimal height, MemoryAllocator& allocator)
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: ConvexShape(CollisionShapeName::CAPSULE, CollisionShapeType::CAPSULE, allocator, radius), mHalfHeight(height * decimal(0.5)) {
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// TODO : Throw a library error here if radius or height is not larger than zero
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assert(radius > decimal(0.0));
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assert(height > decimal(0.0));
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}
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@ -167,6 +167,12 @@ void PhysicsCommon::destroyPhysicsWorld(PhysicsWorld* world) {
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*/
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SphereShape* PhysicsCommon::createSphereShape(const decimal radius) {
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if (radius <= decimal(0.0)) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when creating a SphereShape: radius must be a positive value", __FILE__, __LINE__);
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}
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SphereShape* shape = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(SphereShape))) SphereShape(radius, mMemoryManager.getHeapAllocator());
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mSphereShapes.add(shape);
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// If the shape is still part of some colliders
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if (sphereShape->mColliders.size() > 0) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::World,
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when destroying the SphereShape because it is still used by some colliders", __FILE__, __LINE__);
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}
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@ -202,6 +208,11 @@ void PhysicsCommon::destroySphereShape(SphereShape* sphereShape) {
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*/
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BoxShape* PhysicsCommon::createBoxShape(const Vector3& halfExtents) {
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if (halfExtents.x <= decimal(0.0) || halfExtents.y <= decimal(0.0) || halfExtents.z <= decimal(0.0)) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when creating a BoxShape: the half extents must be positive values", __FILE__, __LINE__);
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}
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BoxShape* shape = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(BoxShape))) BoxShape(halfExtents, mMemoryManager.getHeapAllocator());
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mBoxShapes.add(shape);
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// If the shape is still part of some colliders
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if (boxShape->mColliders.size() > 0) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::World,
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when destroying the BoxShape because it is still used by some colliders", __FILE__, __LINE__);
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}
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@ -239,6 +250,18 @@ void PhysicsCommon::destroyBoxShape(BoxShape* boxShape) {
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*/
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CapsuleShape* PhysicsCommon::createCapsuleShape(decimal radius, decimal height) {
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if (radius <= decimal(0.0)) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when creating a CapsuleShape: radius must be a positive value", __FILE__, __LINE__);
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}
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if (height <= decimal(0.0)) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when creating a CapsuleShape: height must be a positive value", __FILE__, __LINE__);
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}
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CapsuleShape* shape = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(CapsuleShape))) CapsuleShape(radius, height, mMemoryManager.getHeapAllocator());
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mCapsuleShapes.add(shape);
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// If the shape is still part of some colliders
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if (capsuleShape->mColliders.size() > 0) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::World,
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when destroying the CapsuleShape because it is still used by some colliders", __FILE__, __LINE__);
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}
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@ -292,7 +315,7 @@ void PhysicsCommon::destroyConvexMeshShape(ConvexMeshShape* convexMeshShape) {
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// If the shape is still part of some colliders
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if (convexMeshShape->mColliders.size() > 0) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::World,
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when destroying the ConvexMeshShape because it is still used by some colliders", __FILE__, __LINE__);
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}
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@ -338,7 +361,7 @@ void PhysicsCommon::destroyHeightFieldShape(HeightFieldShape* heightFieldShape)
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// If the shape is still part of some colliders
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if (heightFieldShape->mColliders.size() > 0) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::World,
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when destroying the HeightFieldShape because it is still used by some colliders", __FILE__, __LINE__);
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}
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@ -375,7 +398,7 @@ void PhysicsCommon::destroyConcaveMeshShape(ConcaveMeshShape* concaveMeshShape)
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// If the shape is still part of some colliders
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if (concaveMeshShape->mColliders.size() > 0) {
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::World,
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RP3D_LOG("PhysicsCommon", Logger::Level::Error, Logger::Category::PhysicCommon,
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"Error when destroying the ConcaveMeshShape because it is still used by some colliders", __FILE__, __LINE__);
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}
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@ -775,7 +775,6 @@ void PhysicsWorld::createIslands() {
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// Add the body into the island
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mIslands.bodyEntities[islandIndex].add(bodyToVisitEntity);
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// TODO : Do not use pointer to rigid body here (maybe move getType() into a component)
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RigidBody* rigidBodyToVisit = static_cast<RigidBody*>(mCollisionBodyComponents.getBody(bodyToVisitEntity));
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// Awake the body if it is sleeping
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@ -1023,3 +1022,76 @@ void PhysicsWorld::setIsGravityEnabled(bool isGravityEnabled) {
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RP3D_LOG(mConfig.worldName, Logger::Level::Information, Logger::Category::World,
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"Physics World: isGravityEnabled= " + (isGravityEnabled ? std::string("true") : std::string("false")), __FILE__, __LINE__);
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}
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// Return a constant pointer to a given CollisionBody of the world
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/**
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* @param index Index of a CollisionBody in the world
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* @return Constant pointer to a given CollisionBody
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*/
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const CollisionBody* PhysicsWorld::getCollisionBody(uint index) const {
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if (index >= getNbCollisionBodies()) {
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RP3D_LOG(mConfig.worldName, Logger::Level::Error, Logger::Category::World,
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"Error when getting collision body: index is out of bounds", __FILE__, __LINE__);
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}
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assert(index < mCollisionBodies.size());
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return mCollisionBodies[index];
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}
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// Return a pointer to a given CollisionBody of the world
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/**
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* @param index Index of a CollisionBody in the world
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* @return Pointer to a given CollisionBody
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*/
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CollisionBody* PhysicsWorld::getCollisionBody(uint index) {
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if (index >= getNbCollisionBodies()) {
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RP3D_LOG(mConfig.worldName, Logger::Level::Error, Logger::Category::World,
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"Error when getting collision body: index is out of bounds", __FILE__, __LINE__);
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}
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assert(index < mCollisionBodies.size());
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return mCollisionBodies[index];
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}
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// Return a constant pointer to a given RigidBody of the world
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/**
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* @param index Index of a RigidBody in the world
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* @return Constant pointer to a given RigidBody
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*/
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const RigidBody* PhysicsWorld::getRigidBody(uint index) const {
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if (index >= getNbRigidBodies()) {
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RP3D_LOG(mConfig.worldName, Logger::Level::Error, Logger::Category::World,
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"Error when getting rigid body: index is out of bounds", __FILE__, __LINE__);
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}
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assert(index < mRigidBodies.size());
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return mRigidBodies[index];
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}
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// Return a pointer to a given RigidBody of the world
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/**
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* @param index Index of a RigidBody in the world
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* @return Pointer to a given RigidBody
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*/
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RigidBody* PhysicsWorld::getRigidBody(uint index) {
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if (index >= getNbRigidBodies()) {
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RP3D_LOG(mConfig.worldName, Logger::Level::Error, Logger::Category::World,
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"Error when getting rigid body: index is out of bounds", __FILE__, __LINE__);
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}
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assert(index < mRigidBodies.size());
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||||
|
||||
return mRigidBodies[index];
|
||||
}
|
||||
|
||||
|
|
|
@ -165,12 +165,10 @@ void BroadPhaseSystem::updateCollidersComponents(uint32 startIndex, uint32 nbIte
|
|||
startIndex = std::min(startIndex, mCollidersComponents.getNbEnabledComponents());
|
||||
uint32 endIndex = std::min(startIndex + nbItems, mCollidersComponents.getNbEnabledComponents());
|
||||
nbItems = endIndex - startIndex;
|
||||
assert(nbItems >= 0);
|
||||
|
||||
// For each collider component to update
|
||||
for (uint32 i = startIndex; i < startIndex + nbItems; i++) {
|
||||
|
||||
// TODO : Can we remove this test
|
||||
const int32 broadPhaseId = mCollidersComponents.mBroadPhaseIds[i];
|
||||
if (broadPhaseId != -1) {
|
||||
|
||||
|
|
|
@ -1598,8 +1598,6 @@ void CollisionDetectionSystem::filterOverlappingPairs(Entity bodyEntity, List<ui
|
|||
// Filter the overlapping pairs to keep only the pairs where two given bodies are involved
|
||||
void CollisionDetectionSystem::filterOverlappingPairs(Entity body1Entity, Entity body2Entity, List<uint64>& convexPairs, List<uint64>& concavePairs) const {
|
||||
|
||||
// TODO : Do not go through all the overlapping pairs here but get all the involded overlapping pairs directly from the bodies
|
||||
|
||||
// For each possible collision pair of bodies
|
||||
for (uint i=0; i < mOverlappingPairs.getNbPairs(); i++) {
|
||||
|
||||
|
|
|
@ -87,10 +87,8 @@ class SceneDemo : public Scene {
|
|||
/// Constant color shader
|
||||
openglframework::Shader mColorShader;
|
||||
|
||||
// TODO : Delete this
|
||||
openglframework::Shader mQuadShader;
|
||||
|
||||
// TODO : Delete this
|
||||
openglframework::VertexArrayObject mVAOQuad;
|
||||
|
||||
openglframework::VertexBufferObject mVBOQuad;
|
||||
|
@ -134,7 +132,6 @@ class SceneDemo : public Scene {
|
|||
/// Create a the VAO and VBOs to render the debug infos
|
||||
void createDebugVBO();
|
||||
|
||||
/// TODO : Delete this
|
||||
void drawTextureQuad();
|
||||
|
||||
/// Update the contact points
|
||||
|
|
Loading…
Reference in New Issue
Block a user