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https://github.com/JulianGro/overte.git
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more dead code removal: NodeBounds
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commit
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6 changed files with 0 additions and 259 deletions
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@ -337,7 +337,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_mousePressed(false),
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_enableProcessOctreeThread(true),
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_octreeProcessor(),
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_nodeBoundsDisplay(this),
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_runningScriptsWidget(NULL),
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_runningScriptsWidgetWasVisible(false),
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_trayIcon(new QSystemTrayIcon(_window)),
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@ -3587,8 +3586,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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}
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if (!selfAvatarOnly) {
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_nodeBoundsDisplay.draw();
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// give external parties a change to hook in
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{
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PerformanceTimer perfTimer("inWorldInterface");
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@ -60,7 +60,6 @@
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#include "ui/BandwidthDialog.h"
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#include "ui/HMDToolsDialog.h"
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#include "ui/ModelsBrowser.h"
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#include "ui/NodeBounds.h"
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#include "ui/OctreeStatsDialog.h"
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#include "ui/SnapshotShareDialog.h"
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#include "ui/LodToolsDialog.h"
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@ -303,8 +302,6 @@ public:
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virtual void endOverrideEnvironmentData() { _environment.endOverride(); }
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virtual qreal getDevicePixelRatio();
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NodeBounds& getNodeBoundsDisplay() { return _nodeBoundsDisplay; }
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FileLogger* getLogger() { return _logger; }
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glm::vec2 getViewportDimensions() const;
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@ -621,8 +618,6 @@ private:
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NodeToOctreeSceneStats _octreeServerSceneStats;
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QReadWriteLock _octreeSceneStatsLock;
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NodeBounds _nodeBoundsDisplay;
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ControllerScriptingInterface _controllerScriptingInterface;
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QPointer<LogDialog> _logDialog;
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QPointer<SnapshotShareDialog> _snapshotShareDialog;
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@ -37,7 +37,6 @@
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#include "SpeechRecognizer.h"
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#endif
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#include "ui/DialogsManager.h"
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#include "ui/NodeBounds.h"
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#include "ui/StandAloneJSConsole.h"
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#include "InterfaceLogging.h"
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@ -316,13 +315,6 @@ Menu::Menu() {
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qApp,
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SLOT(setEnable3DTVMode(bool)));
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MenuWrapper* nodeBordersMenu = viewMenu->addMenu("Server Borders");
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NodeBounds& nodeBounds = qApp->getNodeBoundsDisplay();
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addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersEntityNodes,
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Qt::CTRL | Qt::SHIFT | Qt::Key_1, false,
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&nodeBounds, SLOT(setShowEntityNodes(bool)));
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addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::TurnWithHead, 0, false);
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addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Stats);
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@ -165,19 +165,6 @@ void ApplicationOverlay::renderStatsAndLogs(RenderArgs* renderArgs) {
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drawText(canvasSize.x - 100, canvasSize.y - timerBottom,
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0.30f, 0.0f, 0, frameTimer.toUtf8().constData(), WHITE_TEXT);
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}
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glPointSize(1.0f);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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NodeBounds& nodeBoundsDisplay = qApp->getNodeBoundsDisplay();
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nodeBoundsDisplay.drawOverlay();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_BLEND);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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fboViewport(_overlayFramebuffer);
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*/
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}
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@ -1,183 +0,0 @@
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//
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// NodeBounds.cpp
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// interface/src/ui
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//
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// Created by Ryan Huffman on 05/14/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// This class draws a border around the different Entity nodes on the current domain,
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// and a semi-transparent cube around the currently mouse-overed node.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <DependencyManager.h>
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#include <GeometryCache.h>
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#include "Application.h"
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#include "Util.h"
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#include "NodeBounds.h"
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NodeBounds::NodeBounds(QObject* parent) :
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QObject(parent),
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_showEntityNodes(false),
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_overlayText() {
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}
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void NodeBounds::draw() {
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if (!_showEntityNodes) {
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_overlayText[0] = '\0';
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return;
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}
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NodeToJurisdictionMap& entityServerJurisdictions = Application::getInstance()->getEntityServerJurisdictions();
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NodeToJurisdictionMap* serverJurisdictions;
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// Compute ray to find selected nodes later on. We can't use the pre-computed ray in Application because it centers
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// itself after the cursor disappears.
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PickRay pickRay = qApp->computePickRay();
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// Variables to keep track of the selected node and properties to draw the cube later if needed
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Node* selectedNode = NULL;
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float selectedDistance = FLT_MAX;
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bool selectedIsInside = true;
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glm::vec3 selectedCenter;
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float selectedScale = 0;
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auto nodeList = DependencyManager::get<NodeList>();
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nodeList->eachNode([&](const SharedNodePointer& node){
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NodeType_t nodeType = node->getType();
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if (nodeType == NodeType::EntityServer && _showEntityNodes) {
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serverJurisdictions = &entityServerJurisdictions;
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} else {
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return;
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}
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QUuid nodeUUID = node->getUUID();
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serverJurisdictions->lockForRead();
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if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) {
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const JurisdictionMap& map = (*serverJurisdictions)[nodeUUID];
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unsigned char* rootCode = map.getRootOctalCode();
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if (rootCode) {
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VoxelPositionSize rootDetails;
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voxelDetailsForCode(rootCode, rootDetails);
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serverJurisdictions->unlock();
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glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z);
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AACube serverBounds(location, rootDetails.s);
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glm::vec3 center = serverBounds.getVertex(BOTTOM_RIGHT_NEAR)
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+ ((serverBounds.getVertex(TOP_LEFT_FAR) - serverBounds.getVertex(BOTTOM_RIGHT_NEAR)) / 2.0f);
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const float ENTITY_NODE_SCALE = 0.99f;
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float scaleFactor = rootDetails.s;
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// Scale by 0.92 - 1.00 depending on the scale of the node. This allows smaller nodes to scale in
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// a bit and not overlap larger nodes.
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scaleFactor *= 0.92f + (rootDetails.s * 0.08f);
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// Scale different node types slightly differently because it's common for them to overlap.
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if (nodeType == NodeType::EntityServer) {
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scaleFactor *= ENTITY_NODE_SCALE;
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}
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float red, green, blue;
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getColorForNodeType(nodeType, red, green, blue);
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drawNodeBorder(center, scaleFactor, red, green, blue);
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float distance;
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BoxFace face;
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bool inside = serverBounds.contains(pickRay.origin);
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bool colliding = serverBounds.findRayIntersection(pickRay.origin, pickRay.direction, distance, face);
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// If the camera is inside a node it will be "selected" if you don't have your cursor over another node
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// that you aren't inside.
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if (colliding && (!selectedNode || (!inside && (distance < selectedDistance || selectedIsInside)))) {
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selectedNode = node.data();
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selectedDistance = distance;
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selectedIsInside = inside;
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selectedCenter = center;
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selectedScale = scaleFactor;
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}
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} else {
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serverJurisdictions->unlock();
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}
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} else {
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serverJurisdictions->unlock();
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}
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});
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if (selectedNode) {
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glPushMatrix();
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glTranslatef(selectedCenter.x, selectedCenter.y, selectedCenter.z);
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glScalef(selectedScale, selectedScale, selectedScale);
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float red, green, blue;
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getColorForNodeType(selectedNode->getType(), red, green, blue);
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(red, green, blue, 0.2f));
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glPopMatrix();
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HifiSockAddr addr = selectedNode->getPublicSocket();
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QString overlay = QString("%1:%2 %3ms")
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.arg(addr.getAddress().toString())
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.arg(addr.getPort())
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.arg(selectedNode->getPingMs())
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.left(MAX_OVERLAY_TEXT_LENGTH);
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// Ideally we'd just use a QString, but I ran into weird blinking issues using
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// constData() directly, as if the data was being overwritten.
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strcpy(_overlayText, overlay.toLocal8Bit().constData());
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} else {
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_overlayText[0] = '\0';
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}
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}
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void NodeBounds::drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue) {
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glPushMatrix();
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glTranslatef(center.x, center.y, center.z);
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glScalef(scale, scale, scale);
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glLineWidth(2.5);
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DependencyManager::get<GeometryCache>()->renderWireCube(1.0f, glm::vec4(red, green, blue, 1.0f));
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glPopMatrix();
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}
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void NodeBounds::getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue) {
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red = nodeType == 0.0;
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green = 0.0;
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blue = nodeType == NodeType::EntityServer ? 1.0 : 0.0;
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}
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void NodeBounds::drawOverlay() {
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if (strlen(_overlayText) > 0) {
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Application* application = Application::getInstance();
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const float TEXT_COLOR[] = { 0.90f, 0.90f, 0.90f };
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const float TEXT_SCALE = 0.1f;
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const int TEXT_HEIGHT = 10;
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const float ROTATION = 0.0f;
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const int FONT = 2;
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const int PADDING = 10;
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const int MOUSE_OFFSET = 10;
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const int BACKGROUND_BEVEL = 3;
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int mouseX = application->getTrueMouseX(),
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mouseY = application->getTrueMouseY(),
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textWidth = widthText(TEXT_SCALE, 0, _overlayText);
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DependencyManager::get<GeometryCache>()->renderBevelCornersRect(
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mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,
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textWidth + (2 * PADDING), TEXT_HEIGHT + (2 * PADDING), BACKGROUND_BEVEL,
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glm::vec4(0.4f, 0.4f, 0.4f, 0.6f));
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drawText(mouseX + MOUSE_OFFSET + PADDING, mouseY, TEXT_SCALE, ROTATION, FONT, _overlayText, TEXT_COLOR);
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}
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}
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@ -1,47 +0,0 @@
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//
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// NodeBounds.h
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// interface/src/ui
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//
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// Created by Ryan Huffman on 05/14/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_NodeBounds_h
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#define hifi_NodeBounds_h
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#include <QObject>
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#include <NodeList.h>
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const int MAX_OVERLAY_TEXT_LENGTH = 64;
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class NodeBounds : public QObject {
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Q_OBJECT
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public:
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NodeBounds(QObject* parent = NULL);
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bool getShowEntityNodes() { return _showEntityNodes; }
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bool getShowParticleNodes() { return _showParticleNodes; }
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void draw();
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void drawOverlay();
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public slots:
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void setShowEntityNodes(bool value) { _showEntityNodes = value; }
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void setShowParticleNodes(bool value) { _showParticleNodes = value; }
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protected:
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void drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue);
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void getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue);
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private:
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bool _showEntityNodes;
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bool _showParticleNodes;
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char _overlayText[MAX_OVERLAY_TEXT_LENGTH + 1];
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};
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#endif // hifi_NodeBounds_h
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