more dead code removal: NodeBounds

This commit is contained in:
ZappoMan 2015-07-14 17:59:20 -07:00
parent 23b89a6f7d
commit f1b85aefa9
6 changed files with 0 additions and 259 deletions

View file

@ -337,7 +337,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_mousePressed(false),
_enableProcessOctreeThread(true),
_octreeProcessor(),
_nodeBoundsDisplay(this),
_runningScriptsWidget(NULL),
_runningScriptsWidgetWasVisible(false),
_trayIcon(new QSystemTrayIcon(_window)),
@ -3587,8 +3586,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
}
if (!selfAvatarOnly) {
_nodeBoundsDisplay.draw();
// give external parties a change to hook in
{
PerformanceTimer perfTimer("inWorldInterface");

View file

@ -60,7 +60,6 @@
#include "ui/BandwidthDialog.h"
#include "ui/HMDToolsDialog.h"
#include "ui/ModelsBrowser.h"
#include "ui/NodeBounds.h"
#include "ui/OctreeStatsDialog.h"
#include "ui/SnapshotShareDialog.h"
#include "ui/LodToolsDialog.h"
@ -303,8 +302,6 @@ public:
virtual void endOverrideEnvironmentData() { _environment.endOverride(); }
virtual qreal getDevicePixelRatio();
NodeBounds& getNodeBoundsDisplay() { return _nodeBoundsDisplay; }
FileLogger* getLogger() { return _logger; }
glm::vec2 getViewportDimensions() const;
@ -621,8 +618,6 @@ private:
NodeToOctreeSceneStats _octreeServerSceneStats;
QReadWriteLock _octreeSceneStatsLock;
NodeBounds _nodeBoundsDisplay;
ControllerScriptingInterface _controllerScriptingInterface;
QPointer<LogDialog> _logDialog;
QPointer<SnapshotShareDialog> _snapshotShareDialog;

View file

@ -37,7 +37,6 @@
#include "SpeechRecognizer.h"
#endif
#include "ui/DialogsManager.h"
#include "ui/NodeBounds.h"
#include "ui/StandAloneJSConsole.h"
#include "InterfaceLogging.h"
@ -316,13 +315,6 @@ Menu::Menu() {
qApp,
SLOT(setEnable3DTVMode(bool)));
MenuWrapper* nodeBordersMenu = viewMenu->addMenu("Server Borders");
NodeBounds& nodeBounds = qApp->getNodeBoundsDisplay();
addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersEntityNodes,
Qt::CTRL | Qt::SHIFT | Qt::Key_1, false,
&nodeBounds, SLOT(setShowEntityNodes(bool)));
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::TurnWithHead, 0, false);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Stats);

View file

@ -165,19 +165,6 @@ void ApplicationOverlay::renderStatsAndLogs(RenderArgs* renderArgs) {
drawText(canvasSize.x - 100, canvasSize.y - timerBottom,
0.30f, 0.0f, 0, frameTimer.toUtf8().constData(), WHITE_TEXT);
}
glPointSize(1.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
NodeBounds& nodeBoundsDisplay = qApp->getNodeBoundsDisplay();
nodeBoundsDisplay.drawOverlay();
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
fboViewport(_overlayFramebuffer);
*/
}

View file

@ -1,183 +0,0 @@
//
// NodeBounds.cpp
// interface/src/ui
//
// Created by Ryan Huffman on 05/14/14.
// Copyright 2014 High Fidelity, Inc.
//
// This class draws a border around the different Entity nodes on the current domain,
// and a semi-transparent cube around the currently mouse-overed node.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <DependencyManager.h>
#include <GeometryCache.h>
#include "Application.h"
#include "Util.h"
#include "NodeBounds.h"
NodeBounds::NodeBounds(QObject* parent) :
QObject(parent),
_showEntityNodes(false),
_overlayText() {
}
void NodeBounds::draw() {
if (!_showEntityNodes) {
_overlayText[0] = '\0';
return;
}
NodeToJurisdictionMap& entityServerJurisdictions = Application::getInstance()->getEntityServerJurisdictions();
NodeToJurisdictionMap* serverJurisdictions;
// Compute ray to find selected nodes later on. We can't use the pre-computed ray in Application because it centers
// itself after the cursor disappears.
PickRay pickRay = qApp->computePickRay();
// Variables to keep track of the selected node and properties to draw the cube later if needed
Node* selectedNode = NULL;
float selectedDistance = FLT_MAX;
bool selectedIsInside = true;
glm::vec3 selectedCenter;
float selectedScale = 0;
auto nodeList = DependencyManager::get<NodeList>();
nodeList->eachNode([&](const SharedNodePointer& node){
NodeType_t nodeType = node->getType();
if (nodeType == NodeType::EntityServer && _showEntityNodes) {
serverJurisdictions = &entityServerJurisdictions;
} else {
return;
}
QUuid nodeUUID = node->getUUID();
serverJurisdictions->lockForRead();
if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) {
const JurisdictionMap& map = (*serverJurisdictions)[nodeUUID];
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
serverJurisdictions->unlock();
glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z);
AACube serverBounds(location, rootDetails.s);
glm::vec3 center = serverBounds.getVertex(BOTTOM_RIGHT_NEAR)
+ ((serverBounds.getVertex(TOP_LEFT_FAR) - serverBounds.getVertex(BOTTOM_RIGHT_NEAR)) / 2.0f);
const float ENTITY_NODE_SCALE = 0.99f;
float scaleFactor = rootDetails.s;
// Scale by 0.92 - 1.00 depending on the scale of the node. This allows smaller nodes to scale in
// a bit and not overlap larger nodes.
scaleFactor *= 0.92f + (rootDetails.s * 0.08f);
// Scale different node types slightly differently because it's common for them to overlap.
if (nodeType == NodeType::EntityServer) {
scaleFactor *= ENTITY_NODE_SCALE;
}
float red, green, blue;
getColorForNodeType(nodeType, red, green, blue);
drawNodeBorder(center, scaleFactor, red, green, blue);
float distance;
BoxFace face;
bool inside = serverBounds.contains(pickRay.origin);
bool colliding = serverBounds.findRayIntersection(pickRay.origin, pickRay.direction, distance, face);
// If the camera is inside a node it will be "selected" if you don't have your cursor over another node
// that you aren't inside.
if (colliding && (!selectedNode || (!inside && (distance < selectedDistance || selectedIsInside)))) {
selectedNode = node.data();
selectedDistance = distance;
selectedIsInside = inside;
selectedCenter = center;
selectedScale = scaleFactor;
}
} else {
serverJurisdictions->unlock();
}
} else {
serverJurisdictions->unlock();
}
});
if (selectedNode) {
glPushMatrix();
glTranslatef(selectedCenter.x, selectedCenter.y, selectedCenter.z);
glScalef(selectedScale, selectedScale, selectedScale);
float red, green, blue;
getColorForNodeType(selectedNode->getType(), red, green, blue);
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(red, green, blue, 0.2f));
glPopMatrix();
HifiSockAddr addr = selectedNode->getPublicSocket();
QString overlay = QString("%1:%2 %3ms")
.arg(addr.getAddress().toString())
.arg(addr.getPort())
.arg(selectedNode->getPingMs())
.left(MAX_OVERLAY_TEXT_LENGTH);
// Ideally we'd just use a QString, but I ran into weird blinking issues using
// constData() directly, as if the data was being overwritten.
strcpy(_overlayText, overlay.toLocal8Bit().constData());
} else {
_overlayText[0] = '\0';
}
}
void NodeBounds::drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue) {
glPushMatrix();
glTranslatef(center.x, center.y, center.z);
glScalef(scale, scale, scale);
glLineWidth(2.5);
DependencyManager::get<GeometryCache>()->renderWireCube(1.0f, glm::vec4(red, green, blue, 1.0f));
glPopMatrix();
}
void NodeBounds::getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue) {
red = nodeType == 0.0;
green = 0.0;
blue = nodeType == NodeType::EntityServer ? 1.0 : 0.0;
}
void NodeBounds::drawOverlay() {
if (strlen(_overlayText) > 0) {
Application* application = Application::getInstance();
const float TEXT_COLOR[] = { 0.90f, 0.90f, 0.90f };
const float TEXT_SCALE = 0.1f;
const int TEXT_HEIGHT = 10;
const float ROTATION = 0.0f;
const int FONT = 2;
const int PADDING = 10;
const int MOUSE_OFFSET = 10;
const int BACKGROUND_BEVEL = 3;
int mouseX = application->getTrueMouseX(),
mouseY = application->getTrueMouseY(),
textWidth = widthText(TEXT_SCALE, 0, _overlayText);
DependencyManager::get<GeometryCache>()->renderBevelCornersRect(
mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,
textWidth + (2 * PADDING), TEXT_HEIGHT + (2 * PADDING), BACKGROUND_BEVEL,
glm::vec4(0.4f, 0.4f, 0.4f, 0.6f));
drawText(mouseX + MOUSE_OFFSET + PADDING, mouseY, TEXT_SCALE, ROTATION, FONT, _overlayText, TEXT_COLOR);
}
}

View file

@ -1,47 +0,0 @@
//
// NodeBounds.h
// interface/src/ui
//
// Created by Ryan Huffman on 05/14/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_NodeBounds_h
#define hifi_NodeBounds_h
#include <QObject>
#include <NodeList.h>
const int MAX_OVERLAY_TEXT_LENGTH = 64;
class NodeBounds : public QObject {
Q_OBJECT
public:
NodeBounds(QObject* parent = NULL);
bool getShowEntityNodes() { return _showEntityNodes; }
bool getShowParticleNodes() { return _showParticleNodes; }
void draw();
void drawOverlay();
public slots:
void setShowEntityNodes(bool value) { _showEntityNodes = value; }
void setShowParticleNodes(bool value) { _showParticleNodes = value; }
protected:
void drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue);
void getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue);
private:
bool _showEntityNodes;
bool _showParticleNodes;
char _overlayText[MAX_OVERLAY_TEXT_LENGTH + 1];
};
#endif // hifi_NodeBounds_h