diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj
index 5a308fcf..43da0eb2 100644
--- a/Code/GamePhysics/GamePhysics.vcxproj
+++ b/Code/GamePhysics/GamePhysics.vcxproj
@@ -154,7 +154,6 @@
-
diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters
index 83f8bf43..256cd6b1 100644
--- a/Code/GamePhysics/GamePhysics.vcxproj.filters
+++ b/Code/GamePhysics/GamePhysics.vcxproj.filters
@@ -38,9 +38,6 @@
Source Files
-
- Source Files
-
Source Files
diff --git a/Code/GamePhysics/Implementation/NullBody.cpp b/Code/GamePhysics/Implementation/NullBody.cpp
deleted file mode 100644
index 82c75a78..00000000
--- a/Code/GamePhysics/Implementation/NullBody.cpp
+++ /dev/null
@@ -1,78 +0,0 @@
-#include "..\PhysicsAPI.h"
-
-using namespace ::Oyster::Physics;
-using namespace ::Oyster::Physics::Error;
-using namespace ::Oyster::Math;
-using namespace ::Oyster::Collision3D;
-using namespace ::Utility::DynamicMemory;
-
-NullBody::~NullBody() {}
-
-UniquePointer NullBody::Clone() const
-{
- return new NullBody( *this );
-}
-
-bool NullBody::IsSubscribingCollisions() const
-{
- return false;
-}
-
-bool NullBody::Intersects( const ICustomBody &object, Float &deltaWhen, Float3 &worldPointOfContact ) const
-{
- return false;
-}
-
-bool NullBody::Intersects( const ICollideable &shape ) const
-{
- return false;
-}
-
-Sphere & NullBody::GetBoundingSphere( Sphere &targetMem ) const
-{
- return targetMem = Sphere( Float3::null, 0.0f );
-}
-
-Float3 & NullBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
-{
- return targetMem = Float3::standard_unit_z;
-}
-
-Float3 & NullBody::GetCenter( Float3 &targetMem ) const
-{
- return targetMem = Float3::null;
-}
-
-Float4x4 & NullBody::GetRotation( Float4x4 &targetMem ) const
-{
- return targetMem = Float4x4::identity;
-}
-
-Float4x4 & NullBody::GetOrientation( Float4x4 &targetMem ) const
-{
- return targetMem = Float4x4::identity;
-}
-
-Float4x4 & NullBody::GetView( Float4x4 &targetMem ) const
-{
- return targetMem = Float4x4::identity;
-}
-
-UpdateState NullBody::Update( Float timeStepLength )
-{
- return resting;
-}
-
-void NullBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) {}
-
-void NullBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) {}
-
-void NullBody::SetMass_KeepVelocity( Float m ) {}
-
-void NullBody::SetMass_KeepMomentum( Float m ) {}
-
-void NullBody::SetCenter( const Float3 &worldPos ) {}
-
-void NullBody::SetRotation( const Float4x4 &rotation ) {}
-
-void NullBody::SetOrientation( const Float4x4 &orientation ) {}
diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h
index 23a09a10..78a13cde 100644
--- a/Code/GamePhysics/PhysicsAPI.h
+++ b/Code/GamePhysics/PhysicsAPI.h
@@ -239,41 +239,6 @@ namespace Oyster
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
};
-
- namespace Error
- { //! The content in here is used as API return errorvalues.
-
- class DLL_USAGE NullBody : public ICustomBody
- {
- public:
- virtual ~NullBody();
-
- ::Utility::DynamicMemory::UniquePointer Clone() const;
-
- bool IsSubscribingCollisions() const;
- bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
- bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
-
- unsigned int GetReference() const;
- ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
- ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
- ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
- ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
- ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
- ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
-
- UpdateState Update( ::Oyster::Math::Float timeStepLength );
-
- void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
- void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
- void SetMass_KeepVelocity( ::Oyster::Math::Float m );
- void SetMass_KeepMomentum( ::Oyster::Math::Float m );
- void SetCenter( const ::Oyster::Math::Float3 &worldPos );
- void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
- void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
-
- } const nobody;
- }
}
}
#endif
\ No newline at end of file