diff --git a/Bin/DLL/GamePhysics_x86D.pdb b/Bin/DLL/GamePhysics_x86D.pdb deleted file mode 100644 index 039b5f36..00000000 Binary files a/Bin/DLL/GamePhysics_x86D.pdb and /dev/null differ diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 29f64144..09855984 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -243,10 +243,10 @@ Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const // return targetMem = this->rigid.GetView(); //} -Float3 SimpleRigidBody::GetRigidLinearVelocity() const -{ - return this->rigid.GetLinearVelocity(); -} +//Float3 SimpleRigidBody::GetRigidLinearVelocity() const +//{ +// return this->rigid.GetLinearVelocity(); +//} UpdateState SimpleRigidBody::Update( Float timeStepLength ) diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index c7d915ef..618e0235 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -19,7 +19,7 @@ namespace Oyster { namespace Physics State GetState() const; State & GetState( State &targetMem ) const; void SetState( const State &state ); - ::Oyster::Math::Float3 GetRigidLinearVelocity() const; + //::Oyster::Math::Float3 GetRigidLinearVelocity() const; SubscriptMessage CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp index 4b37b2b9..95901763 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp @@ -173,10 +173,10 @@ Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const // return targetMem = this->rigid.GetView(); //} -Float3 SphericalRigidBody::GetRigidLinearVelocity() const -{ - return this->rigid.GetLinearVelocity(); -} +//Float3 SphericalRigidBody::GetRigidLinearVelocity() const +//{ +// return this->rigid.GetLinearVelocity(); +//} UpdateState SphericalRigidBody::Update( Float timeStepLength ) { diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h index 3a76715f..51d1b998 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.h +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.h @@ -20,7 +20,7 @@ namespace Oyster { namespace Physics State GetState() const; State & GetState( State &targetMem = State() ) const; void SetState( const State &state ); - ::Oyster::Math::Float3 GetRigidLinearVelocity() const; + //::Oyster::Math::Float3 GetRigidLinearVelocity() const; SubscriptMessage CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index d1727a85..818e64a9 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -251,7 +251,7 @@ namespace Oyster /******************************************************** * @return the linear velocity of the rigid body in a vector. ********************************************************/ - virtual Math::Float3 GetRigidLinearVelocity() const = 0; + //virtual Math::Float3 GetRigidLinearVelocity() const = 0; /******************************************************** * @todo TODO: need doc