Remove unused PairCachingGhostObject

deque
scrawl 10 years ago
parent 7d36a202a8
commit db086a4d89

@ -226,11 +226,6 @@ namespace Physic
// The actual physics solver // The actual physics solver
solver = new btSequentialImpulseConstraintSolver; solver = new btSequentialImpulseConstraintSolver;
//btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
pairCache = new btSortedOverlappingPairCache();
//pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
broadphase = new btDbvtBroadphase(); broadphase = new btDbvtBroadphase();
// The world. // The world.
@ -341,7 +336,6 @@ namespace Physic
delete collisionConfiguration; delete collisionConfiguration;
delete dispatcher; delete dispatcher;
delete broadphase; delete broadphase;
delete pairCache;
delete mShapeLoader; delete mShapeLoader;
delete BulletShapeManager::getSingletonPtr(); delete BulletShapeManager::getSingletonPtr();

@ -49,21 +49,6 @@ namespace Physic
CollisionType_Raycasting = 1<<3 //Still used? CollisionType_Raycasting = 1<<3 //Still used?
}; };
/**
*This is just used to be able to name objects.
*/
class PairCachingGhostObject : public btPairCachingGhostObject
{
public:
PairCachingGhostObject(std::string name)
:btPairCachingGhostObject(),mName(name)
{
}
virtual ~PairCachingGhostObject(){}
std::string mName;
};
/** /**
*This class is just an extension of normal btRigidBody in order to add extra info. *This class is just an extension of normal btRigidBody in order to add extra info.
*When bullet give back a btRigidBody, you can just do a static_cast to RigidBody, *When bullet give back a btRigidBody, you can just do a static_cast to RigidBody,
@ -317,7 +302,6 @@ namespace Physic
btCollisionObject *object); btCollisionObject *object);
//Bullet Stuff //Bullet Stuff
btOverlappingPairCache* pairCache;
btBroadphaseInterface* broadphase; btBroadphaseInterface* broadphase;
btDefaultCollisionConfiguration* collisionConfiguration; btDefaultCollisionConfiguration* collisionConfiguration;
btSequentialImpulseConstraintSolver* solver; btSequentialImpulseConstraintSolver* solver;

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