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https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
remove cruft
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parent
a18ba36dd2
commit
44c3620b6e
9 changed files with 2 additions and 83 deletions
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@ -4533,8 +4533,6 @@ void Application::idle() {
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}
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{
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// workload::Timings timings(1, PerformanceTimer::getTimerRecord("/idle/update/simulation").getAverage());
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// _gameWorkload.updateSimulationTimings(timings);
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_gameWorkload.updateViews(_viewFrustum, getMyAvatar()->getHeadPosition());
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_gameWorkload._engine->run();
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}
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@ -16,7 +16,6 @@
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#include "PhysicsBoundary.h"
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class WorkloadEngineBuilder {
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public:
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public:
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using Inputs = workload::VaryingSet2<workload::Views, workload::Timings>;
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using Outputs = workload::RegionTracker::Outputs;
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@ -28,7 +28,6 @@ void PhysicsBoundary::run(const workload::WorkloadContextPointer& context, const
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auto entity = space->getOwner(change.proxyId).get<EntityItemPointer>();
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if (entity) {
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simulation->changeEntity(entity);
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// qCDebug(physics) << change.proxyId << " : " << "'" << entity->getName() << "' " << (uint32_t)(change.prevRegion) << " --> " << (uint32_t)(change.region);
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}
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}
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}
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@ -492,7 +492,6 @@ public:
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virtual bool getMeshes(MeshProxyList& result) { return true; }
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virtual void locationChanged(bool tellPhysics = true) override;
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//void wtf(int32_t i) override;
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virtual bool getScalesWithParent() const override;
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@ -77,7 +77,6 @@ uint32_t PhysicsEngine::getNumSubsteps() const {
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// private
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void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
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// qCDebug(physics) << "templog addObject" << (void*)(motionState); // TODO: remove this
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assert(motionState);
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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@ -203,7 +202,6 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
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for (auto object : objects) {
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btRigidBody* body = object->getRigidBody();
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if (body) {
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// qCDebug(physics) << "removeObject" << (void*)(body->getMotionState()); // TODO: remove this
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removeDynamicsForBody(body);
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_dynamicsWorld->removeRigidBody(body);
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@ -77,7 +77,6 @@ void main(void) {
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vec3 dirZ = -normalize(proxyPosEye.xyz);
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vec3 dirX = normalize(cross(vec3(0.0, 1.0, 0.0), dirZ));
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vec3 dirY = vec3(0.0, 1.0, 0.0);
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// vec3 dirY = normalize(cross(dirZ, vec3(1.0, 0.0, 0.0)));
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vec4 pos = vec4(proxyPosEye.xyz + proxy.sphere.w * ( dirX * spriteVert.x + dirY * spriteVert.y /* + dirZ * spriteVert.z*/), 1.0);
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varTexcoord = spriteVert.xyz;
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@ -27,8 +27,8 @@ namespace workload {
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class PerformSpaceTransactionConfig : public Job::Config {
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Q_OBJECT
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public:
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signals :
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void dirty();
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signals :
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void dirty();
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protected:
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};
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@ -106,7 +106,6 @@ void Transaction::clear() {
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Collection::Collection() {
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//_items.push_back(Item()); // add the ProxyID #0 to nothing
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}
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Collection::~Collection() {
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@ -165,73 +164,3 @@ void Collection::processTransactionQueue() {
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queuedFrames.clear();
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}
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//void Collection::processTransactionFrame(const Transaction& transaction) {
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/**
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std::unique_lock<std::mutex> lock(_itemsMutex);
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// Here we should be able to check the value of last ProxyID allocated
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// and allocate new items accordingly
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ProxyID maxID = _IDAllocator.getNumAllocatedIndices();
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if (maxID > _items.size()) {
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_items.resize(maxID + 100); // allocate the maxId and more
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}
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// Now we know for sure that we have enough items in the array to
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// capture anything coming from the transaction
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// resets and potential NEW items
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resetItems(transaction._resetItems);
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// Update the numItemsAtomic counter AFTER the reset changes went through
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_numAllocatedItems.exchange(maxID);
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// updates
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updateItems(transaction._updatedItems);
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// removes
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removeItems(transaction._removedItems);
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// add transitions
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transitionItems(transaction._addedTransitions);
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reApplyTransitions(transaction._reAppliedTransitions);
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queryTransitionItems(transaction._queriedTransitions);
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// Update the numItemsAtomic counter AFTER the pending changes went through
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_numAllocatedItems.exchange(maxID);
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}*/
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//}
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//void Collection::resetItems(const Transaction::Resets& transactions) {
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/* for (auto& reset : transactions) {
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// Access the true item
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auto ProxyID = std::get<0>(reset);
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auto& item = _items[ProxyID];
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// Reset the item with a new payload
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item.resetPayload(std::get<1>(reset));
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}*/
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//}
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//void Collection::removeItems(const Transaction::Removes& transactions) {
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/* for (auto removedID : transactions) {
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// Access the true item
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auto& item = _items[removedID];
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// Kill it
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item.kill();
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}*/
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//}
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//void Collection::updateItems(const Transaction::Updates& transactions) {
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/* for (auto& update : transactions) {
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auto updateID = std::get<0>(update);
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if (updateID == Item::INVALID_ITEM_ID) {
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continue;
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}
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// Access the true item
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auto& item = _items[updateID];
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// Update the item
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item.update(std::get<1>(update));
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}*/
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//}
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@ -163,8 +163,6 @@ protected:
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// Thread safe elements that can be accessed from anywhere
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indexed_container::Allocator<> _IDAllocator;
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//std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
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//std::atomic<unsigned int> _numAllocatedItems{ 1 }; // num of allocated items, matching the _items.size()
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std::mutex _transactionQueueMutex;
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TransactionQueue _transactionQueue;
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