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Remove RenderObject::collidePosition and related code
This was always (0, 0) and optionally used for bones if defined in skeletal files. None of the official skeletal files used this, so this should be safe to remove.
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5 changed files with 5 additions and 21 deletions
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@ -364,7 +364,7 @@ Vector RenderObject::getWorldCollidePosition(const Vector &vec)
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#ifdef BBGE_USE_GLM
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glm::mat4 transformMatrix = glm::translate(
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matrixChain(this),
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glm::vec3(collidePosition.x + vec.x, collidePosition.y + vec.y, 0.0f)
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glm::vec3(vec.x, vec.y, 0.0f)
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);
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return Vector(transformMatrix[3][0], transformMatrix[3][1], 0);
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@ -374,7 +374,7 @@ Vector RenderObject::getWorldCollidePosition(const Vector &vec)
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glLoadIdentity();
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matrixChain(this);
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glTranslatef(collidePosition.x+vec.x, collidePosition.y+vec.y, 0);
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glTranslatef(vec.x, vec.y, 0);
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float m[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, m);
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