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remove dead code
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1 changed files with 0 additions and 52 deletions
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@ -259,57 +259,6 @@ bool VoxelProjectedPolygon::pointInside(const glm::vec2& point, bool* matchesVer
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return true;
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}
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/*
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// This old version of pointInside works on concave or convex polygons. But it's slower, and since we don't need
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// to support concave polygons, we don't need to do this extra heavy lifting
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bool VoxelProjectedPolygon::pointInside(const glm::vec2& point, bool* matchesVertex) const {
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// first check the bounding boxes, the point must be fully within the boounding box of this shadow
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if ((point.x > getMaxX()) ||
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(point.y > getMaxY()) ||
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(point.x < getMinX()) ||
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(point.y < getMinY())) {
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return false;
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}
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//float e = (getMaxX() - getMinX()) / 100.0f; // some epsilon
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float e = 1.0f; // some epsilon
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// We need to have one ray that goes from a known outside position to the point in question. We'll pick a
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// start point outside of our min X, min Y
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glm::vec2 r1p1(getMinX() - e, point.y);
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glm::vec2 r1p2(point);
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glm::vec2 r2p1(getVertex(getVertexCount()-1)); // start with last vertex to first vertex
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glm::vec2 r2p2;
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// Test the ray against all sides
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int intersections = 0;
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bool someVertexMatches = false;
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for (int i = 0; i < getVertexCount(); i++) {
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r2p2 = getVertex(i);
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// if the point in question matches one of our vetices, then we consider it to NOT be inside.
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if (point.x == r2p2.x && point.y == r2p2.y) {
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// caller wants to know if we match any of the vertices
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if (matchesVertex) {
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*matchesVertex = true;
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}
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return false;
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}
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// if we're still processing, then check for intersections
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if (doLineSegmentsIntersect(r1p1, r1p2, r2p1, r2p2)) {
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intersections++;
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}
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r2p1 = r2p2; // set up for next side
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}
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// If odd number of intersections and we got here, we're inside
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return ((intersections & 1) == 1);
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}
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*/
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void VoxelProjectedPolygon::printDebugDetails() const {
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printf("VoxelProjectedPolygon...");
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printf(" minX=%f maxX=%f minY=%f maxY=%f\n", getMinX(), getMaxX(), getMinY(), getMaxY());
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@ -325,7 +274,6 @@ bool VoxelProjectedPolygon::intersects(const BoundingBox& box) const {
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return intersects(testee);
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}
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bool VoxelProjectedPolygon::intersects(const VoxelProjectedPolygon& testee) const {
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VoxelProjectedPolygon::intersects_calls++;
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return intersectsOnAxes(testee) && testee.intersectsOnAxes(*this);
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