Removed unused function.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10872 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -211,61 +211,6 @@ bool Physics::projectKartDownwards(const Kart *k)
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/*allow translation*/true);
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} //projectKartsDownwards
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//-----------------------------------------------------------------------------
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/** Determines the side (left, front, ...) of a rigid body with a box
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* collision shape that has a given contact point.
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* \param body The rigid body (box shape).
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* \param contact_point The contact point (in local coordinates) of the
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* contact point.
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*/
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Physics::CollisionSide Physics::getCollisionSide(const btRigidBody *body,
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const Vec3 &contact_point)
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{
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if(contact_point.getX()>0)
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return COL_RIGHT;
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else
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return COL_LEFT;
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btVector3 aabb_min, aabb_max;
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static btTransform zero_trans(btQuaternion(0, 0, 0));
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body->getCollisionShape()->getAabb(zero_trans, aabb_min, aabb_max);
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btVector3 extend = 0.5f*(aabb_max - aabb_min);
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CollisionSide result = COL_LEFT;
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if(contact_point.getX()>0) // --> right side
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{
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if(contact_point.getZ()>0) // --> front or right side
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{
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result = fabsf(extend.getX() - contact_point.getX()) <
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fabsf(extend.getZ() - contact_point.getZ()) ? COL_RIGHT
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: COL_FRONT;
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}
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else // getZ()<0 --> back or right side
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{
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result = fabsf( extend.getX() - contact_point.getX()) <
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fabsf( extend.getZ() + contact_point.getZ()) ? COL_RIGHT
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: COL_BACK;
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}
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}
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else // getX() < 0 --> left side
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{
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if(contact_point.getZ()>0) // --> front or left side
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{
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result = fabsf(extend.getX() + contact_point.getX()) <
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fabsf(extend.getZ() - contact_point.getZ()) ? COL_LEFT
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: COL_FRONT;
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}
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else // --> back or left side
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{
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result = fabsf(extend.getX() + contact_point.getX()) <
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fabsf(extend.getZ() + contact_point.getZ()) ? COL_LEFT
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: COL_BACK;
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}
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}
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return result;
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} // getCollisionSide
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//-----------------------------------------------------------------------------
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/** Handles the special case of two karts colliding with each other, which
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* means that bombs must be passed on. If both karts have a bomb, they'll
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@@ -43,12 +43,6 @@ class Vec3;
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class Physics : public btSequentialImpulseConstraintSolver
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{
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private:
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/** Which side of a rigid body has a collision. */
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enum CollisionSide {COL_LEFT, COL_FRONT, COL_RIGHT, COL_BACK};
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CollisionSide getCollisionSide(const btRigidBody *body,
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const Vec3 &contact_point);
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/** Bullet can report the same collision more than once (up to 4
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* contact points per collision. Additionally, more than one internal
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* substep might be taken, resulting in potentially even more
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