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Removed unused code
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@@ -443,44 +443,6 @@ namespace Nuake
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}
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}
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const Matrix4& DynamicWorld::GetCharacterControllerSimulatedTransform(const Entity& entity)
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{
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const uint32_t entityHandle = entity.GetHandle();
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if (_registeredCharacters.find(entityHandle) != _registeredCharacters.end())
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{
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auto& characterController = _registeredCharacters[entityHandle];
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JPH::Mat44 joltTransform = characterController->GetWorldTransform();
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const auto bodyRotation = characterController->GetRotation();
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Matrix4 transform = glm::mat4(
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joltTransform(0, 0), joltTransform(1, 0), joltTransform(2, 0), joltTransform(3, 0),
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joltTransform(0, 1), joltTransform(1, 1), joltTransform(2, 1), joltTransform(3, 1),
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joltTransform(0, 2), joltTransform(1, 2), joltTransform(2, 2), joltTransform(3, 2),
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joltTransform(0, 3), joltTransform(1, 3), joltTransform(2, 3), joltTransform(3, 3)
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);
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return transform;
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//Vector3 scale = Vector3();
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//Quat rotation = Quat();
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//Vector3 pos = Vector3();
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//Vector3 skew = Vector3();
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//Vector4 pesp = Vector4();
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//glm::decompose(transform, scale, rotation, pos, skew, pesp);
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//auto& transformComponent = entity.GetComponent<TransformComponent>();
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//transformComponent.SetLocalPosition(pos);
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//transformComponent.SetLocalRotation(Quat(bodyRotation.GetW(), bodyRotation.GetX(), bodyRotation.GetY(), bodyRotation.GetZ()));
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//transformComponent.SetLocalTransform(transform);
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//transformComponent.Dirty = false;
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}
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assert("Shouldn't have reached here!");
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return Matrix4(1.0);
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}
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JPH::Ref<JPH::Shape> DynamicWorld::GetJoltShape(const Ref<PhysicShape> shape)
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{
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JPH::ShapeSettings::ShapeResult result;
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@@ -61,7 +61,6 @@ namespace Nuake
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// This is going to be ugly. TODO: Find a better way that passing itself as a parameter
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void MoveAndSlideCharacterController(const Entity& entity, const Vector3 velocity);
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const Matrix4& GetCharacterControllerSimulatedTransform(const Entity& entity);
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RaycastResult Raycast(glm::vec3 from, glm::vec3 to);
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void StepSimulation(Timestep ts);
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void Clear();
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