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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.
This commit is contained in:
fgenesis 2016-05-07 00:47:45 +02:00
parent d4a1e1ef1d
commit 35a3888c94
5 changed files with 5 additions and 21 deletions

View file

@ -2767,7 +2767,6 @@ void Game::generateCollisionMask(Quad *q, float overrideCollideRadius /* = 0 */)
#ifdef BBGE_BUILD_OPENGL
if (q->texture)
{
q->collidePosition = Vector(0,0,0);
if (overrideCollideRadius)
q->collideRadius = overrideCollideRadius;
else

View file

@ -364,7 +364,7 @@ Vector RenderObject::getWorldCollidePosition(const Vector &vec)
#ifdef BBGE_USE_GLM
glm::mat4 transformMatrix = glm::translate(
matrixChain(this),
glm::vec3(collidePosition.x + vec.x, collidePosition.y + vec.y, 0.0f)
glm::vec3(vec.x, vec.y, 0.0f)
);
return Vector(transformMatrix[3][0], transformMatrix[3][1], 0);
@ -374,7 +374,7 @@ Vector RenderObject::getWorldCollidePosition(const Vector &vec)
glLoadIdentity();
matrixChain(this);
glTranslatef(collidePosition.x+vec.x, collidePosition.y+vec.y, 0);
glTranslatef(vec.x, vec.y, 0);
float m[16];
glGetFloatv(GL_MODELVIEW_MATRIX, m);

View file

@ -282,7 +282,6 @@ public:
#endif
float collideRadius;
Vector collidePosition;
std::vector<Vector> collisionMask;
std::vector<Vector> transformedCollisionMask;

View file

@ -969,9 +969,6 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
}
bone->SetAttribute("crects", os.str().c_str());
}
std::ostringstream os;
os << this->bones[i]->collidePosition.x << " " << this->bones[i]->collidePosition.y;
bone->SetAttribute("cp", os.str().c_str());
if (this->bones[i]->rbp)
bone->SetAttribute("rbp", this->bones[i]->rbp);
if (this->bones[i]->originalRenderPass)
@ -1129,7 +1126,7 @@ Bone *SkeletalSprite::getBoneByIdx(int idx)
return 0;
}
Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std::string name, float cr, bool fh, bool fv, const Vector &cp)
Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std::string name, float cr, bool fh, bool fv)
{
Bone *b = new Bone;
b->boneIdx = idx;
@ -1140,7 +1137,6 @@ Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std:
b->renderBeforeParent = rbp;
b->pidx = pidx;
b->collideRadius = cr;
b->collidePosition = cp;
b->name = name;
//core->generateCollisionMask(b);
if (fh)
@ -1381,7 +1377,6 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
int pidx = -1, rbp=0, cr=0, fh=0, fv=0;
std::string name;
Vector cp;
if (bone->Attribute("pidx"))
pidx = atoi(bone->Attribute("pidx"));
if (bone->Attribute("rbp"))
@ -1395,18 +1390,9 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
fh = atoi(bone->Attribute("fh"));
if (bone->Attribute("fv"))
fv = atoi(bone->Attribute("fv"));
if (bone->Attribute("cp"))
{
SimpleIStringStream is(bone->Attribute("cp"));
is >> cp.x >> cp.y;
}
std::string gfx = bone->Attribute("gfx");
Bone *newb = initBone(idx, gfx, pidx, rbp, name, cr, fh, fv, cp);
Bone *newb = initBone(idx, gfx, pidx, rbp, name, cr, fh, fv);
if (bone->Attribute("offx"))
newb->offset.x = atoi(bone->Attribute("offx"));
if (bone->Attribute("offy"))

View file

@ -278,7 +278,7 @@ protected:
int selectedBone;
friend class AnimationLayer;
std::vector<AnimationLayer> animLayers;
Bone* initBone(int idx, std::string gfx, int pidx, int rbp=0, std::string name="", float cr=0, bool fh=false, bool fv=false, const Vector &cp=Vector(0,0,0));
Bone* initBone(int idx, std::string gfx, int pidx, int rbp=0, std::string name="", float cr=0, bool fh=false, bool fv=false);
void deleteBones();
void onUpdate(float dt);
};