From 51e45bf615e1e2b4aca2edf9f7333b687c7d015e Mon Sep 17 00:00:00 2001
From: Normand Briere <nbriere@noware.ca>
Date: Tue, 24 Sep 2019 21:07:45 -0400
Subject: [PATCH] Remove hands.

---
 com/bulletphysics/dynamics/RigidBody.java |   29 +++++++++++++++++++++++++----
 1 files changed, 25 insertions(+), 4 deletions(-)

diff --git a/com/bulletphysics/dynamics/RigidBody.java b/com/bulletphysics/dynamics/RigidBody.java
index 75a9ea1..78b1b5a 100755
--- a/com/bulletphysics/dynamics/RigidBody.java
+++ b/com/bulletphysics/dynamics/RigidBody.java
@@ -216,9 +216,15 @@
 	
         static Vector3f g = new Vector3f();
         static Vector3f w = new Vector3f();
+        
         static public Vector3f wind = new Vector3f();
         static public Vector3f pos = new Vector3f();
         
+        static public Vector3f min = new Vector3f();
+        static public Vector3f max = new Vector3f();
+        
+        static public boolean justclicked;
+    
 	public void applyGravity() {
 		if (isStaticOrKinematicObject())
 			return;
@@ -226,11 +232,25 @@
                 g.y = gravity.y;
 		applyCentralForce(g);
                 
-                wind.set(pos);
-                wind.x -= worldTransform.origin.x;
-                wind.y -= worldTransform.origin.y;
-                wind.z -= worldTransform.origin.z;
+                if (pos.x == 0 && pos.y == 0 && pos.z == 0)
+                    return;
                 
+                justclicked = false;
+                
+//                wind.set(pos);
+//                wind.x -= worldTransform.origin.x;
+//                wind.y -= worldTransform.origin.y;
+//                wind.z -= worldTransform.origin.z;
+                
+//                this.collisionShape.getAabb(worldTransform, min, max);
+//
+//                if (pos.x < min.x || pos.x > max.x)
+//                    return;
+//                if (pos.y < min.y || pos.y > max.y)
+//                    return;
+//                if (pos.z < min.z || pos.z > max.z)
+//                    return;
+                    
                 float dot = pos.x * wind.x + pos.y * wind.y + pos.z * wind.z;
                 
                 dot = 10;
@@ -238,6 +258,7 @@
                 w.x = wind.x * gravity.z * dot;
                 w.y = wind.y * gravity.z * dot;
                 w.z = wind.z * gravity.z * dot;
+                
 		applyCentralForce(w);
 	}
 	

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