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removed dead code
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1a1fb18ba1
commit
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1 changed files with 0 additions and 39 deletions
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@ -478,11 +478,6 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
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void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
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// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
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//qDebug() << "EntityTreeElement::findDetailedRayIntersection()....";
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//qDebug() << " origin:" << origin;
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//qDebug() << " distance:" << distance;
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//qDebug() << " number of entities:" << _entityItems->size();
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int entityNumber = 0;
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QList<EntityItem*>::iterator entityItr = _entityItems->begin();
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@ -498,16 +493,9 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
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float localDistance;
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BoxFace localFace;
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//qDebug() << "EntityTreeElement::findDetailedRayIntersection()....";
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//qDebug() << " checking entity[" << entityNumber << "]:" << entity->getEntityItemID() << "-" << qPrintable(EntityTypes::getEntityTypeName(entity->getType()));
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//qDebug() << " checking the AABox:" << entityBox;
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// if the ray doesn't intersect with our cube, we can stop searching!
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if (entityBox.findRayIntersection(origin, direction, localDistance, localFace)) {
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//qDebug() << " AABox for entity intersects!";
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//qDebug() << " localDistance:" << localDistance;
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// extents is the entity relative, scaled, centered extents of the entity
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glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
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glm::mat4 translation = glm::translate(entity->getPosition());
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@ -525,51 +513,27 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
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// we can use the AABox's ray intersection by mapping our origin and direction into the entity frame
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// and testing intersection there.
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//qDebug() << " checking the entityFrameBox:" << entityFrameBox;
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if (entityFrameBox.findRayIntersection(entityFrameOrigin, entityFrameDirection, localDistance, localFace)) {
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//qDebug() << " entityFrameBox intersects!";
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//qDebug() << " localDistance:" << localDistance;
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if (localDistance < distance) {
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//qDebug() << " localDistance < distance... continue...";
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// now ask the entity if we actually intersect
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if (entity->supportsDetailedRayIntersection()) {
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//qDebug() << " entity->supportsDetailedRayIntersection()....";
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if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance,
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localFace, intersectedObject, precisionPicking)) {
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//qDebug() << " localDistance (detailed):" << localDistance;
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if (localDistance < distance) {
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//qDebug() << " localDistance < distance...";
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//qDebug() << " CHOOSING THIS ONE ---> " << entity->getEntityItemID() << "-" << qPrintable(EntityTypes::getEntityTypeName(entity->getType()));
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distance = localDistance;
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face = localFace;
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*intersectedObject = (void*)entity;
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somethingIntersected = true;
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} else {
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//qDebug() << " localDistance >= distance... TOO FAR AWAY";
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}
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}
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} else {
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// if the entity type doesn't support a detailed intersection, then just return the non-AABox results
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if (localDistance < distance) {
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//qDebug() << " localDistance < distance...";
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//qDebug() << " CHOOSING THIS ONE ---> " << entity->getEntityItemID() << "-" << qPrintable(EntityTypes::getEntityTypeName(entity->getType()));
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distance = localDistance;
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face = localFace;
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*intersectedObject = (void*)entity;
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somethingIntersected = true;
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} else {
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//qDebug() << " localDistance >= distance... TOO FAR AWAY";
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}
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}
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}
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@ -579,9 +543,6 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
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++entityItr;
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entityNumber++;
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}
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//qDebug() << " EntityTreeElement::findDetailedRayIntersection().... returning somethingIntersected:" << somethingIntersected << "keepSearching:" << keepSearching;
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return somethingIntersected;
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}
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