diff --git a/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp b/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp index 5e28483c1..27578425e 100644 --- a/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp +++ b/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp @@ -117,28 +117,15 @@ void btCollisionWorld::addCollisionObject(btCollisionObject* collisionObject,sho } -void btCollisionWorld::findActiveObjects() -{ - m_activeObjects.resize(0); - - for ( int i=0;iisActive()) - { - m_activeObjects.push_back(colObj); - } - } -} void btCollisionWorld::updateAabbs() { BT_PROFILE("updateAabbs"); btTransform predictedTrans; - for ( int i=0;iisActive()) diff --git a/src/BulletCollision/CollisionDispatch/btCollisionWorld.h b/src/BulletCollision/CollisionDispatch/btCollisionWorld.h index f64c060f7..4dd3965e2 100644 --- a/src/BulletCollision/CollisionDispatch/btCollisionWorld.h +++ b/src/BulletCollision/CollisionDispatch/btCollisionWorld.h @@ -84,10 +84,6 @@ protected: btAlignedObjectArray m_collisionObjects; - ///temporarily solution to keep track of active objects. This work-in-progress will improve when we refactor island management. - btAlignedObjectArray m_activeObjects; - - btDispatcher* m_dispatcher1; btDispatcherInfo m_dispatchInfo; @@ -98,9 +94,6 @@ protected: btIDebugDraw* m_debugDrawer; -protected: - - void findActiveObjects(); public: @@ -142,15 +135,6 @@ public: virtual void updateAabbs(); - btCollisionObjectArray& getActiveObjects() - { - return m_activeObjects; - } - - const btCollisionObjectArray& getActiveObjects() const - { - return m_activeObjects; - } virtual void setDebugDrawer(btIDebugDraw* debugDrawer) { diff --git a/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp b/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp index bb0fc9cad..44ca8feab 100644 --- a/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp +++ b/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp @@ -273,18 +273,10 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio //kinematic objects don't merge islands, but wake up all connected objects if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING) { - if (!colObj1->isActive()) - { - collisionWorld->getActiveObjects().push_back(colObj1); - } colObj1->activate(); } if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING) { - if (!colObj0->isActive()) - { - collisionWorld->getActiveObjects().push_back(colObj0); - } colObj0->activate(); } #ifdef SPLIT_ISLANDS diff --git a/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp b/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp index ae7119761..761b4c8a2 100644 --- a/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp +++ b/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp @@ -107,9 +107,9 @@ btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld() void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep) { - for (int i=0;iisActive()) @@ -278,9 +278,9 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates() BT_PROFILE("synchronizeMotionStates"); { //todo: iterate over awake simulation islands! - for ( int i=0;i