remove cruft

This commit is contained in:
Andrew Meadows 2018-06-18 17:45:58 -07:00
parent a18ba36dd2
commit 44c3620b6e
9 changed files with 2 additions and 83 deletions

View file

@ -4533,8 +4533,6 @@ void Application::idle() {
}
{
// workload::Timings timings(1, PerformanceTimer::getTimerRecord("/idle/update/simulation").getAverage());
// _gameWorkload.updateSimulationTimings(timings);
_gameWorkload.updateViews(_viewFrustum, getMyAvatar()->getHeadPosition());
_gameWorkload._engine->run();
}

View file

@ -16,7 +16,6 @@
#include "PhysicsBoundary.h"
class WorkloadEngineBuilder {
public:
public:
using Inputs = workload::VaryingSet2<workload::Views, workload::Timings>;
using Outputs = workload::RegionTracker::Outputs;

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@ -28,7 +28,6 @@ void PhysicsBoundary::run(const workload::WorkloadContextPointer& context, const
auto entity = space->getOwner(change.proxyId).get<EntityItemPointer>();
if (entity) {
simulation->changeEntity(entity);
// qCDebug(physics) << change.proxyId << " : " << "'" << entity->getName() << "' " << (uint32_t)(change.prevRegion) << " --> " << (uint32_t)(change.region);
}
}
}

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@ -492,7 +492,6 @@ public:
virtual bool getMeshes(MeshProxyList& result) { return true; }
virtual void locationChanged(bool tellPhysics = true) override;
//void wtf(int32_t i) override;
virtual bool getScalesWithParent() const override;

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@ -77,7 +77,6 @@ uint32_t PhysicsEngine::getNumSubsteps() const {
// private
void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
// qCDebug(physics) << "templog addObject" << (void*)(motionState); // TODO: remove this
assert(motionState);
btVector3 inertia(0.0f, 0.0f, 0.0f);
@ -203,7 +202,6 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
for (auto object : objects) {
btRigidBody* body = object->getRigidBody();
if (body) {
// qCDebug(physics) << "removeObject" << (void*)(body->getMotionState()); // TODO: remove this
removeDynamicsForBody(body);
_dynamicsWorld->removeRigidBody(body);

View file

@ -77,7 +77,6 @@ void main(void) {
vec3 dirZ = -normalize(proxyPosEye.xyz);
vec3 dirX = normalize(cross(vec3(0.0, 1.0, 0.0), dirZ));
vec3 dirY = vec3(0.0, 1.0, 0.0);
// vec3 dirY = normalize(cross(dirZ, vec3(1.0, 0.0, 0.0)));
vec4 pos = vec4(proxyPosEye.xyz + proxy.sphere.w * ( dirX * spriteVert.x + dirY * spriteVert.y /* + dirZ * spriteVert.z*/), 1.0);
varTexcoord = spriteVert.xyz;

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@ -27,8 +27,8 @@ namespace workload {
class PerformSpaceTransactionConfig : public Job::Config {
Q_OBJECT
public:
signals :
void dirty();
signals :
void dirty();
protected:
};

View file

@ -106,7 +106,6 @@ void Transaction::clear() {
Collection::Collection() {
//_items.push_back(Item()); // add the ProxyID #0 to nothing
}
Collection::~Collection() {
@ -165,73 +164,3 @@ void Collection::processTransactionQueue() {
queuedFrames.clear();
}
//void Collection::processTransactionFrame(const Transaction& transaction) {
/**
std::unique_lock<std::mutex> lock(_itemsMutex);
// Here we should be able to check the value of last ProxyID allocated
// and allocate new items accordingly
ProxyID maxID = _IDAllocator.getNumAllocatedIndices();
if (maxID > _items.size()) {
_items.resize(maxID + 100); // allocate the maxId and more
}
// Now we know for sure that we have enough items in the array to
// capture anything coming from the transaction
// resets and potential NEW items
resetItems(transaction._resetItems);
// Update the numItemsAtomic counter AFTER the reset changes went through
_numAllocatedItems.exchange(maxID);
// updates
updateItems(transaction._updatedItems);
// removes
removeItems(transaction._removedItems);
// add transitions
transitionItems(transaction._addedTransitions);
reApplyTransitions(transaction._reAppliedTransitions);
queryTransitionItems(transaction._queriedTransitions);
// Update the numItemsAtomic counter AFTER the pending changes went through
_numAllocatedItems.exchange(maxID);
}*/
//}
//void Collection::resetItems(const Transaction::Resets& transactions) {
/* for (auto& reset : transactions) {
// Access the true item
auto ProxyID = std::get<0>(reset);
auto& item = _items[ProxyID];
// Reset the item with a new payload
item.resetPayload(std::get<1>(reset));
}*/
//}
//void Collection::removeItems(const Transaction::Removes& transactions) {
/* for (auto removedID : transactions) {
// Access the true item
auto& item = _items[removedID];
// Kill it
item.kill();
}*/
//}
//void Collection::updateItems(const Transaction::Updates& transactions) {
/* for (auto& update : transactions) {
auto updateID = std::get<0>(update);
if (updateID == Item::INVALID_ITEM_ID) {
continue;
}
// Access the true item
auto& item = _items[updateID];
// Update the item
item.update(std::get<1>(update));
}*/
//}

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@ -163,8 +163,6 @@ protected:
// Thread safe elements that can be accessed from anywhere
indexed_container::Allocator<> _IDAllocator;
//std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
//std::atomic<unsigned int> _numAllocatedItems{ 1 }; // num of allocated items, matching the _items.size()
std::mutex _transactionQueueMutex;
TransactionQueue _transactionQueue;