Removed some debugging prints and drawing

This commit is contained in:
Anthony J. Thibault 2015-07-13 20:41:19 -07:00
parent 561b712b5b
commit 158c1c6aa8
4 changed files with 0 additions and 61 deletions

View file

@ -964,15 +964,6 @@ void Application::paintGL() {
} else {
_myCamera.setRotation(glm::quat_cast(_myAvatar->getSensorToWorldMatrix() * getHMDSensorPose()));
}
/*
qCDebug(interfaceapp, "paintGL");
glm::vec3 cameraPos = _myCamera.getPosition();
glm::quat cameraRot = _myCamera.getRotation();
qCDebug(interfaceapp, "\tcamera pos = (%.5f, %.5f, %.5f)", cameraPos.x, cameraPos.y, cameraPos.z);
qCDebug(interfaceapp, "\tcamera rot = (%.5f, %.5f, %.5f, %.5f)", cameraRot.x, cameraRot.y, cameraRot.z, cameraRot.w);
*/
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
if (isHMDMode()) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
@ -2783,11 +2774,6 @@ void Application::update(float deltaTime) {
}
}
// AJT: hack for debug drawing.
extern const int NUM_MARKERS;
extern glm::mat4 markerMats[];
extern glm::vec4 markerColors[];
void Application::setPalmData(Hand* hand, UserInputMapper::PoseValue pose, int index) {
PalmData* palm;
bool foundHand = false;
@ -2818,9 +2804,6 @@ void Application::setPalmData(Hand* hand, UserInputMapper::PoseValue pose, int i
palm->setRawPosition(extractTranslation(objectPose));
palm->setRawRotation(glm::quat_cast(objectPose));
// AJT: Hack for debug drawing.
//markerMats[index] = sensorToWorldMat * poseMat;
}
void Application::emulateMouse(Hand* hand, float click, float shift, int index) {

View file

@ -33,13 +33,6 @@
using namespace std;
// AJT HACK, I'm using these markers for debugging.
// extern them and set them in other cpp files and they will be rendered
// with the world box.
const int NUM_MARKERS = 4;
glm::mat4 markerMats[NUM_MARKERS];
glm::vec4 markerColors[NUM_MARKERS] = {{1, 0, 0, 1}, {0, 1, 0, 1}, {0, 0, 1, 1}, {0, 1, 1, 1}};
void renderWorldBox(gpu::Batch& batch) {
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -78,26 +71,6 @@ void renderWorldBox(gpu::Batch& batch) {
transform.setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE));
batch.setModelTransform(transform);
geometryCache->renderSphere(batch, MARKER_RADIUS, 10, 10, grey);
// draw marker spheres
for (int i = 0; i < NUM_MARKERS; i++) {
transform.setTranslation(extractTranslation(markerMats[i]));
batch.setModelTransform(transform);
geometryCache->renderSphere(batch, 0.02f, 10, 10, markerColors[i]);
}
// draw marker axes
auto identity = Transform{};
batch.setModelTransform(identity);
for (int i = 0; i < NUM_MARKERS; i++) {
glm::vec3 base = extractTranslation(markerMats[i]);
glm::vec3 xAxis = transformPoint(markerMats[i], glm::vec3(1, 0, 0));
glm::vec3 yAxis = transformPoint(markerMats[i], glm::vec3(0, 1, 0));
glm::vec3 zAxis = transformPoint(markerMats[i], glm::vec3(0, 0, 1));
geometryCache->renderLine(batch, base, xAxis, red);
geometryCache->renderLine(batch, base, yAxis, green);
geometryCache->renderLine(batch, base, zAxis, blue);
}
}
// Return a random vector of average length 1

View file

@ -1699,7 +1699,6 @@ void MyAvatar::relayDriveKeysToCharacterController() {
}
}
// overriden, because they must move the sensor mat, so that the avatar will be at the given location.
void MyAvatar::setPosition(const glm::vec3 position, bool overideReferential) {
// update the sensor mat so that the body position will end up in the desired
@ -1710,7 +1709,6 @@ void MyAvatar::setPosition(const glm::vec3 position, bool overideReferential) {
Avatar::setPosition(position);
}
// overriden, because they must move the sensor mat, so that the avatar will face the given orienation.
void MyAvatar::setOrientation(const glm::quat& orientation, bool overideReferential) {
// update the sensor mat so that the body position will end up in the desired

View file

@ -357,13 +357,6 @@ void DynamicCharacterController::preSimulation(btScalar timeStep) {
glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
_rigidBody->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));
/*
qCDebug(physics, "preSimulation()");
qCDebug(physics, "\trigidbody position = (%.5f, %.5f, %.5f)", position.x, position.y, position.z);
glm::vec3 p = _avatarData->getPosition();
qCDebug(physics, "\tavatar position = (%.5f, %.5f, %.5f)", p.x, p.y, p.z);
*/
// the rotation is dictated by AvatarData
btTransform xform = _rigidBody->getWorldTransform();
xform.setRotation(glmToBullet(rotation));
@ -419,13 +412,5 @@ void DynamicCharacterController::postSimulation() {
_avatarData->setOrientation(rotation);
_avatarData->setPosition(position - rotation * _shapeLocalOffset);
_avatarData->setVelocity(bulletToGLM(_rigidBody->getLinearVelocity()));
/*
qCDebug(physics, "postSimulation()");
qCDebug(physics, "\trigidbody position = (%.5f, %.5f, %.5f)", position.x, position.y, position.z);
glm::vec3 p = position - rotation * _shapeLocalOffset;
qCDebug(physics, "\tavatar position = (%.5f, %.5f, %.5f)", p.x, p.y, p.z);
qCDebug(physics, "\t_shapeLocalOffset = (%.5f, %.5f, %.5f)", _shapeLocalOffset.x, _shapeLocalOffset.y, _shapeLocalOffset.z);
*/
}
}