From 08092e7abe2eaca2aa4bc97bac932a2adc6ab3c0 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Sat, 6 Dec 2014 15:06:00 -0800 Subject: [PATCH] removed dead code --- libraries/entities/src/EntityTreeElement.cpp | 39 -------------------- 1 file changed, 39 deletions(-) diff --git a/libraries/entities/src/EntityTreeElement.cpp b/libraries/entities/src/EntityTreeElement.cpp index 058b4503aa..70def167a2 100644 --- a/libraries/entities/src/EntityTreeElement.cpp +++ b/libraries/entities/src/EntityTreeElement.cpp @@ -478,11 +478,6 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con void** intersectedObject, bool precisionPicking, float distanceToElementCube) { // only called if we do intersect our bounding cube, but find if we actually intersect with entities... - - //qDebug() << "EntityTreeElement::findDetailedRayIntersection()...."; - //qDebug() << " origin:" << origin; - //qDebug() << " distance:" << distance; - //qDebug() << " number of entities:" << _entityItems->size(); int entityNumber = 0; QList::iterator entityItr = _entityItems->begin(); @@ -498,16 +493,9 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con float localDistance; BoxFace localFace; - //qDebug() << "EntityTreeElement::findDetailedRayIntersection()...."; - //qDebug() << " checking entity[" << entityNumber << "]:" << entity->getEntityItemID() << "-" << qPrintable(EntityTypes::getEntityTypeName(entity->getType())); - //qDebug() << " checking the AABox:" << entityBox; - // if the ray doesn't intersect with our cube, we can stop searching! if (entityBox.findRayIntersection(origin, direction, localDistance, localFace)) { - //qDebug() << " AABox for entity intersects!"; - //qDebug() << " localDistance:" << localDistance; - // extents is the entity relative, scaled, centered extents of the entity glm::mat4 rotation = glm::mat4_cast(entity->getRotation()); glm::mat4 translation = glm::translate(entity->getPosition()); @@ -525,51 +513,27 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con // we can use the AABox's ray intersection by mapping our origin and direction into the entity frame // and testing intersection there. - //qDebug() << " checking the entityFrameBox:" << entityFrameBox; - if (entityFrameBox.findRayIntersection(entityFrameOrigin, entityFrameDirection, localDistance, localFace)) { - //qDebug() << " entityFrameBox intersects!"; - //qDebug() << " localDistance:" << localDistance; - if (localDistance < distance) { - //qDebug() << " localDistance < distance... continue..."; - // now ask the entity if we actually intersect if (entity->supportsDetailedRayIntersection()) { - - //qDebug() << " entity->supportsDetailedRayIntersection()...."; - if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance, localFace, intersectedObject, precisionPicking)) { - //qDebug() << " localDistance (detailed):" << localDistance; - if (localDistance < distance) { - - //qDebug() << " localDistance < distance..."; - //qDebug() << " CHOOSING THIS ONE ---> " << entity->getEntityItemID() << "-" << qPrintable(EntityTypes::getEntityTypeName(entity->getType())); - distance = localDistance; face = localFace; *intersectedObject = (void*)entity; somethingIntersected = true; - } else { - //qDebug() << " localDistance >= distance... TOO FAR AWAY"; } } } else { // if the entity type doesn't support a detailed intersection, then just return the non-AABox results if (localDistance < distance) { - - //qDebug() << " localDistance < distance..."; - //qDebug() << " CHOOSING THIS ONE ---> " << entity->getEntityItemID() << "-" << qPrintable(EntityTypes::getEntityTypeName(entity->getType())); - distance = localDistance; face = localFace; *intersectedObject = (void*)entity; somethingIntersected = true; - } else { - //qDebug() << " localDistance >= distance... TOO FAR AWAY"; } } } @@ -579,9 +543,6 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con ++entityItr; entityNumber++; } - - //qDebug() << " EntityTreeElement::findDetailedRayIntersection().... returning somethingIntersected:" << somethingIntersected << "keepSearching:" << keepSearching; - return somethingIntersected; }