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removed dead code
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c8e648c4d7
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1a1fb18ba1
1 changed files with 0 additions and 47 deletions
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@ -556,10 +556,8 @@ bool Model::renderTriangleProxies() {
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glPopMatrix();
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}
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glBegin(GL_TRIANGLES);
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foreach (const Triangle& triangle, meshTriangles) {
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//qDebug() << "triangle["<< t <<"] :" << triangle.v0 << ", "<< triangle.v1 << ", " << triangle.v2;
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glVertex3f( triangle.v0.x, triangle.v0.y, triangle.v0.z);
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glVertex3f( triangle.v1.x, triangle.v1.y, triangle.v1.z);
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glVertex3f( triangle.v2.x, triangle.v2.y, triangle.v2.z);
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@ -574,7 +572,6 @@ bool Model::renderTriangleProxies() {
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bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
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BoxFace& face, QString& extraInfo, bool pickAgainstTriangles) {
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//qDebug() << "Model::findRayIntersectionAgainstSubMeshes() pickAgainstTriangles:" << pickAgainstTriangles;
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bool intersectedSomething = false;
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// if we aren't active, we can't ray pick yet...
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@ -582,10 +579,6 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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return intersectedSomething;
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}
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//qDebug() << "Model::findRayIntersectionAgainstSubMeshes()...";
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//qDebug() << " origin:" << origin;
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//qDebug() << " direction:" << direction;
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// extents is the entity relative, scaled, centered extents of the entity
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glm::vec3 position = _translation;
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glm::mat4 rotation = glm::mat4_cast(_rotation);
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@ -594,25 +587,18 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
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Extents modelExtents = getMeshExtents(); // NOTE: unrotated
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//qDebug() << " modelExtents:" << modelExtents;
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glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
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glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference
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AABox modelFrameBox(corner, dimensions);
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//qDebug() << " modelFrameBox:" << modelFrameBox;
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glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f));
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//qDebug() << " modelFrameOrigin:" << modelFrameOrigin;
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//qDebug() << " modelFrameDirection:" << modelFrameDirection;
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// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
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// and testing intersection there.
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if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) {
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//qDebug() << " modelFrameBox.findRayIntersection() HITS!!!";
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float bestDistance = std::numeric_limits<float>::max();
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float bestTriangleDistance = std::numeric_limits<float>::max();
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bool someTriangleHit = false;
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@ -623,23 +609,13 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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//qDebug() << " Checking mesh boxes....";
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// If we hit the models box, then consider the submeshes...
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foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
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//qDebug() << " subMeshBox[" << subMeshIndex <<"]:" << subMeshBox;
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if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) {
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//qDebug() << " subMeshBox[" << subMeshIndex <<"].findRayIntersection() HITS!";
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//qDebug() << " subMeshBox[" << subMeshIndex <<"].distanceToSubMesh:" << distanceToSubMesh;
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//qDebug() << " bestDistance:" << bestDistance;
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if (distanceToSubMesh < bestDistance) {
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//qDebug() << " distanceToSubMesh < bestDistance !! looks like a good match!";
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if (pickAgainstTriangles) {
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someTriangleHit = false;
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//qDebug() << " subMeshBox[" << subMeshIndex <<"] --- check triangles!!";
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if (!_calculatedMeshTrianglesValid) {
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recalculateMeshBoxes(pickAgainstTriangles);
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}
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@ -647,15 +623,10 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];
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int t = 0;
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foreach (const Triangle& triangle, meshTriangles) {
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// qDebug() << "checking triangle["<< t <<"] :" << triangle.v0 << ", "<< triangle.v1 << ", " << triangle.v2;
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t++;
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float thisTriangleDistance;
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if (findRayTrianlgeIntersection(origin, direction, triangle, thisTriangleDistance)) {
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//qDebug() << "---- HIT triangle["<< t <<"] :" << triangle.v0 << ", "<< triangle.v1 << ", " << triangle.v2 << " -----";
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//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] --- HITS!!";
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//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] thisTriangleDistance:" << thisTriangleDistance;
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//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] bestTriangleDistance:" << bestTriangleDistance;
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if (thisTriangleDistance < bestDistance) {
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bestTriangleDistance = thisTriangleDistance;
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someTriangleHit = true;
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@ -664,10 +635,6 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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intersectedSomething = true;
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face = subMeshFace;
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extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
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//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] --- WOOT! BEST DISTANCE!";
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} else {
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//qDebug() << " subMeshBox[" << subMeshIndex <<"].triangle[" << t <<"] --- not best distance???";
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}
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}
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}
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@ -678,28 +645,16 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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face = subMeshFace;
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extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
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}
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} else {
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//qDebug() << " distanceToSubMesh >= bestDistance !! TOO FAR AWAY!";
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}
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}
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subMeshIndex++;
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}
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//qDebug() << "pickAgainstTriangles:" << pickAgainstTriangles;
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//qDebug() << "someTriangleHit:" << someTriangleHit;
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//qDebug() << "bestTriangleDistance:" << bestTriangleDistance;
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//qDebug() << "bestDistance:" << bestDistance;
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//qDebug() << "intersectedSomething:" << intersectedSomething;
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if (intersectedSomething) {
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//qDebug() << " --- we hit this model --- ";
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distance = bestDistance;
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//qDebug() << "distance:" << distance;
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}
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return intersectedSomething;
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} else {
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//qDebug() << "modelFrameBox.findRayIntersection()... DID NOT INTERSECT...";
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}
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return intersectedSomething;
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@ -707,9 +662,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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// TODO: we seem to call this too often when things haven't actually changed... look into optimizing this
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void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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//qDebug() << "recalculateMeshBoxes() pickAgainstTriangles:" << pickAgainstTriangles;
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bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid;
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//qDebug() << "recalculateMeshBoxes() calculatedMeshTrianglesNeeded:" << calculatedMeshTrianglesNeeded;
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if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded) {
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PerformanceTimer perfTimer("calculatedMeshBoxes");
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