remove dead code

This commit is contained in:
ZappoMan 2013-07-10 17:14:34 -07:00
parent a48f353f2f
commit 2bb2fc736c

View file

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