diff --git a/apps/openmw/mwrender/npcanimation.cpp b/apps/openmw/mwrender/npcanimation.cpp index ef5c10559..863f7577b 100644 --- a/apps/openmw/mwrender/npcanimation.cpp +++ b/apps/openmw/mwrender/npcanimation.cpp @@ -269,22 +269,6 @@ void NpcAnimation::runAnimation(float timepassed){ handleAnimationTransforms(); Ogre::Vector3 current = insert->_getWorldAABB().getCenter(); - //This is the attempt at npc physics - //mEnvironment.mWorld->setObjectPhysicsPosition(insert->getName(), current); - - - - /*if(base->hasSkeleton()) - { - - Ogre::Quaternion boneQuat = rotate; - Ogre::Vector3 boneTrans = trans; - mEnvironment.mWorld->setObjectPhysicsPosition(insert->getName(), boneTrans + insert->getPosition()); - //mEnvironment.mWorld->setObjectPhysicsRotation(insert->getName(), boneQuat * insert->getOrientation()); - - }*/ - - std::vector*>::iterator shapepartsiter = shapeparts.begin(); std::vector::iterator entitypartsiter = entityparts.begin(); while(shapepartsiter != shapeparts.end()) @@ -301,7 +285,7 @@ void NpcAnimation::runAnimation(float timepassed){ handleShapes(shapes, theentity, theentity->getSkeleton()); shapepartsiter++; entitypartsiter++; - } + } } } diff --git a/apps/openmw/mwworld/world.cpp b/apps/openmw/mwworld/world.cpp index ce66861b8..e66dc01dc 100644 --- a/apps/openmw/mwworld/world.cpp +++ b/apps/openmw/mwworld/world.cpp @@ -684,12 +684,6 @@ namespace MWWorld { mRendering.skipAnimation (ptr); } - void World::setObjectPhysicsRotation(const std::string& handle, Ogre::Quaternion quat){ - mPhysics->rotateObject(handle, quat); - } - void World::setObjectPhysicsPosition(const std::string& handle, Ogre::Vector3 vec){ - mPhysics->moveObject(handle, vec); - } void World::update (float duration) { diff --git a/apps/openmw/mwworld/world.hpp b/apps/openmw/mwworld/world.hpp index 22860b883..13e06cc39 100644 --- a/apps/openmw/mwworld/world.hpp +++ b/apps/openmw/mwworld/world.hpp @@ -222,8 +222,6 @@ namespace MWWorld void skipAnimation (const MWWorld::Ptr& ptr); ///< Skip the animation for the given MW-reference for one frame. Calls to this function for /// references that are currently not in the rendered scene should be ignored. - void setObjectPhysicsRotation(const std::string& handle,Ogre::Quaternion quat); - void setObjectPhysicsPosition(const std::string& handle,Ogre::Vector3 vector); void update (float duration); };