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@@ -453,7 +453,6 @@ var BABYLON;
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this._updateBoundingInfo();
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// Absolute position
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this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
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- // Callbacks
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for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
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this._onAfterWorldMatrixUpdate[callbackIndex](this);
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}
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@@ -785,7 +784,6 @@ var BABYLON;
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if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
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this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
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}
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- // Intersections in progress
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for (index = 0; index < this._intersectionsInProgress.length; index++) {
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var other = this._intersectionsInProgress[index];
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var pos = other._intersectionsInProgress.indexOf(this);
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@@ -797,7 +795,6 @@ var BABYLON;
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// Remove from scene
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this.getScene().removeMesh(this);
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if (!doNotRecurse) {
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- // Particles
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for (index = 0; index < this.getScene().particleSystems.length; index++) {
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if (this.getScene().particleSystems[index].emitter === this) {
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this.getScene().particleSystems[index].dispose();
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