removed dead code

This commit is contained in:
ZappoMan 2014-12-06 15:03:26 -08:00
parent c8e648c4d7
commit 1a1fb18ba1

View file

@ -556,10 +556,8 @@ bool Model::renderTriangleProxies() {
glPopMatrix();
}
glBegin(GL_TRIANGLES);
foreach (const Triangle& triangle, meshTriangles) {
//qDebug() << "triangle["<< t <<"] :" << triangle.v0 << ", "<< triangle.v1 << ", " << triangle.v2;
glVertex3f( triangle.v0.x, triangle.v0.y, triangle.v0.z);
glVertex3f( triangle.v1.x, triangle.v1.y, triangle.v1.z);
glVertex3f( triangle.v2.x, triangle.v2.y, triangle.v2.z);
@ -574,7 +572,6 @@ bool Model::renderTriangleProxies() {
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
BoxFace& face, QString& extraInfo, bool pickAgainstTriangles) {
//qDebug() << "Model::findRayIntersectionAgainstSubMeshes() pickAgainstTriangles:" << pickAgainstTriangles;
bool intersectedSomething = false;
// if we aren't active, we can't ray pick yet...
@ -582,10 +579,6 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
return intersectedSomething;
}
//qDebug() << "Model::findRayIntersectionAgainstSubMeshes()...";
//qDebug() << " origin:" << origin;
//qDebug() << " direction:" << direction;
// extents is the entity relative, scaled, centered extents of the entity
glm::vec3 position = _translation;
glm::mat4 rotation = glm::mat4_cast(_rotation);
@ -594,25 +587,18 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
//qDebug() << " modelExtents:" << modelExtents;
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference
AABox modelFrameBox(corner, dimensions);
//qDebug() << " modelFrameBox:" << modelFrameBox;
glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f));
//qDebug() << " modelFrameOrigin:" << modelFrameOrigin;
//qDebug() << " modelFrameDirection:" << modelFrameDirection;
// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
// and testing intersection there.
if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) {
//qDebug() << " modelFrameBox.findRayIntersection() HITS!!!";
float bestDistance = std::numeric_limits<float>::max();
float bestTriangleDistance = std::numeric_limits<float>::max();
bool someTriangleHit = false;
@ -623,23 +609,13 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
const FBXGeometry& geometry = _geometry->getFBXGeometry();
//qDebug() << " Checking mesh boxes....";
// If we hit the models box, then consider the submeshes...
foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
//qDebug() << " subMeshBox[" << subMeshIndex <<"]:" << subMeshBox;
if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) {
//qDebug() << " subMeshBox[" << subMeshIndex <<"].findRayIntersection() HITS!";
//qDebug() << " subMeshBox[" << subMeshIndex <<"].distanceToSubMesh:" << distanceToSubMesh;
//qDebug() << " bestDistance:" << bestDistance;
if (distanceToSubMesh < bestDistance) {
//qDebug() << " distanceToSubMesh < bestDistance !! looks like a good match!";
if (pickAgainstTriangles) {
someTriangleHit = false;
//qDebug() << " subMeshBox[" << subMeshIndex <<"] --- check triangles!!";
if (!_calculatedMeshTrianglesValid) {
recalculateMeshBoxes(pickAgainstTriangles);
}
@ -647,15 +623,10 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];
int t = 0;
foreach (const Triangle& triangle, meshTriangles) {
// qDebug() << "checking triangle["<< t <<"] :" << triangle.v0 << ", "<< triangle.v1 << ", " << triangle.v2;
t++;
float thisTriangleDistance;
if (findRayTrianlgeIntersection(origin, direction, triangle, thisTriangleDistance)) {
//qDebug() << "---- HIT triangle["<< t <<"] :" << triangle.v0 << ", "<< triangle.v1 << ", " << triangle.v2 << " -----";
//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] --- HITS!!";
//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] thisTriangleDistance:" << thisTriangleDistance;
//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] bestTriangleDistance:" << bestTriangleDistance;
if (thisTriangleDistance < bestDistance) {
bestTriangleDistance = thisTriangleDistance;
someTriangleHit = true;
@ -664,10 +635,6 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
intersectedSomething = true;
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] --- WOOT! BEST DISTANCE!";
} else {
//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] --- not best distance???";
}
}
}
@ -678,28 +645,16 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
}
} else {
//qDebug() << " distanceToSubMesh >= bestDistance !! TOO FAR AWAY!";
}
}
subMeshIndex++;
}
//qDebug() << "pickAgainstTriangles:" << pickAgainstTriangles;
//qDebug() << "someTriangleHit:" << someTriangleHit;
//qDebug() << "bestTriangleDistance:" << bestTriangleDistance;
//qDebug() << "bestDistance:" << bestDistance;
//qDebug() << "intersectedSomething:" << intersectedSomething;
if (intersectedSomething) {
//qDebug() << " --- we hit this model --- ";
distance = bestDistance;
//qDebug() << "distance:" << distance;
}
return intersectedSomething;
} else {
//qDebug() << "modelFrameBox.findRayIntersection()... DID NOT INTERSECT...";
}
return intersectedSomething;
@ -707,9 +662,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
// TODO: we seem to call this too often when things haven't actually changed... look into optimizing this
void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
//qDebug() << "recalculateMeshBoxes() pickAgainstTriangles:" << pickAgainstTriangles;
bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid;
//qDebug() << "recalculateMeshBoxes() calculatedMeshTrianglesNeeded:" << calculatedMeshTrianglesNeeded;
if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded) {
PerformanceTimer perfTimer("calculatedMeshBoxes");