diff --git a/Nuake/src/Core/Physics/DynamicWorld.cpp b/Nuake/src/Core/Physics/DynamicWorld.cpp index 8553ab46..3d2e6a3b 100644 --- a/Nuake/src/Core/Physics/DynamicWorld.cpp +++ b/Nuake/src/Core/Physics/DynamicWorld.cpp @@ -443,44 +443,6 @@ namespace Nuake } } - const Matrix4& DynamicWorld::GetCharacterControllerSimulatedTransform(const Entity& entity) - { - const uint32_t entityHandle = entity.GetHandle(); - if (_registeredCharacters.find(entityHandle) != _registeredCharacters.end()) - { - auto& characterController = _registeredCharacters[entityHandle]; - - JPH::Mat44 joltTransform = characterController->GetWorldTransform(); - const auto bodyRotation = characterController->GetRotation(); - - Matrix4 transform = glm::mat4( - joltTransform(0, 0), joltTransform(1, 0), joltTransform(2, 0), joltTransform(3, 0), - joltTransform(0, 1), joltTransform(1, 1), joltTransform(2, 1), joltTransform(3, 1), - joltTransform(0, 2), joltTransform(1, 2), joltTransform(2, 2), joltTransform(3, 2), - joltTransform(0, 3), joltTransform(1, 3), joltTransform(2, 3), joltTransform(3, 3) - ); - - - return transform; - - //Vector3 scale = Vector3(); - //Quat rotation = Quat(); - //Vector3 pos = Vector3(); - //Vector3 skew = Vector3(); - //Vector4 pesp = Vector4(); - //glm::decompose(transform, scale, rotation, pos, skew, pesp); - - //auto& transformComponent = entity.GetComponent(); - //transformComponent.SetLocalPosition(pos); - //transformComponent.SetLocalRotation(Quat(bodyRotation.GetW(), bodyRotation.GetX(), bodyRotation.GetY(), bodyRotation.GetZ())); - //transformComponent.SetLocalTransform(transform); - //transformComponent.Dirty = false; - } - - assert("Shouldn't have reached here!"); - return Matrix4(1.0); - } - JPH::Ref DynamicWorld::GetJoltShape(const Ref shape) { JPH::ShapeSettings::ShapeResult result; diff --git a/Nuake/src/Core/Physics/DynamicWorld.h b/Nuake/src/Core/Physics/DynamicWorld.h index 83a2e337..5d0da2ee 100644 --- a/Nuake/src/Core/Physics/DynamicWorld.h +++ b/Nuake/src/Core/Physics/DynamicWorld.h @@ -61,7 +61,6 @@ namespace Nuake // This is going to be ugly. TODO: Find a better way that passing itself as a parameter void MoveAndSlideCharacterController(const Entity& entity, const Vector3 velocity); - const Matrix4& GetCharacterControllerSimulatedTransform(const Entity& entity); RaycastResult Raycast(glm::vec3 from, glm::vec3 to); void StepSimulation(Timestep ts); void Clear();