mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
delete old dead code
This commit is contained in:
parent
ea62194057
commit
526664ac57
6 changed files with 0 additions and 22 deletions
|
@ -2084,12 +2084,6 @@ void Application::updateMouseRay() {
|
|||
_mouseRayDirection -= 2.0f * (_viewFrustum.getDirection() * glm::dot(_viewFrustum.getDirection(), _mouseRayDirection) +
|
||||
_viewFrustum.getRight() * glm::dot(_viewFrustum.getRight(), _mouseRayDirection));
|
||||
}
|
||||
|
||||
// tell my avatar if the mouse is being pressed...
|
||||
_myAvatar->setMousePressed(_mousePressed);
|
||||
|
||||
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
|
||||
_myAvatar->setMouseRay(_mouseRayOrigin, _mouseRayDirection);
|
||||
}
|
||||
|
||||
void Application::updateFaceshift() {
|
||||
|
|
|
@ -66,8 +66,6 @@ Avatar::Avatar() :
|
|||
_leanScale(0.5f),
|
||||
_scale(1.0f),
|
||||
_worldUpDirection(DEFAULT_UP_DIRECTION),
|
||||
_mouseRayOrigin(0.0f, 0.0f, 0.0f),
|
||||
_mouseRayDirection(0.0f, 0.0f, 0.0f),
|
||||
_moving(false),
|
||||
_collisionGroups(0),
|
||||
_initialized(false),
|
||||
|
@ -250,11 +248,6 @@ void Avatar::measureMotionDerivatives(float deltaTime) {
|
|||
_lastOrientation = getOrientation();
|
||||
}
|
||||
|
||||
void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
|
||||
_mouseRayOrigin = origin;
|
||||
_mouseRayDirection = direction;
|
||||
}
|
||||
|
||||
enum TextRendererType {
|
||||
CHAT,
|
||||
DISPLAYNAME
|
||||
|
|
|
@ -85,7 +85,6 @@ public:
|
|||
|
||||
//setters
|
||||
void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
|
||||
void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction);
|
||||
void setIsLookAtTarget(const bool isLookAtTarget) { _isLookAtTarget = isLookAtTarget; }
|
||||
bool getIsLookAtTarget() const { return _isLookAtTarget; }
|
||||
//getters
|
||||
|
@ -213,8 +212,6 @@ protected:
|
|||
float _leanScale;
|
||||
float _scale;
|
||||
glm::vec3 _worldUpDirection;
|
||||
glm::vec3 _mouseRayOrigin;
|
||||
glm::vec3 _mouseRayDirection;
|
||||
float _stringLength;
|
||||
bool _moving; ///< set when position is changing
|
||||
|
||||
|
|
|
@ -87,7 +87,6 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
|
|||
if (!shouldKillAvatar(sharedAvatar)) {
|
||||
// this avatar's mixer is still around, go ahead and simulate it
|
||||
avatar->simulate(deltaTime);
|
||||
avatar->setMouseRay(mouseOrigin, mouseDirection);
|
||||
++avatarIterator;
|
||||
} else {
|
||||
// the mixer that owned this avatar is gone, give it to the vector of fades and kill it
|
||||
|
|
|
@ -67,7 +67,6 @@ const int SCRIPTED_MOTOR_WORLD_FRAME = 2;
|
|||
|
||||
MyAvatar::MyAvatar() :
|
||||
Avatar(),
|
||||
_mousePressed(false),
|
||||
_bodyPitchDelta(0.0f),
|
||||
_bodyRollDelta(0.0f),
|
||||
_gravity(0.0f, 0.0f, 0.0f),
|
||||
|
|
|
@ -55,15 +55,12 @@ public:
|
|||
void renderHeadMouse(int screenWidth, int screenHeight) const;
|
||||
|
||||
// setters
|
||||
void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
|
||||
void setLeanScale(float scale) { _leanScale = scale; }
|
||||
void setLocalGravity(glm::vec3 gravity);
|
||||
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
|
||||
|
||||
// getters
|
||||
float getLeanScale() const { return _leanScale; }
|
||||
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
|
||||
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
|
||||
glm::vec3 getGravity() const { return _gravity; }
|
||||
glm::vec3 getDefaultEyePosition() const;
|
||||
bool getShouldRenderLocally() const { return _shouldRender; }
|
||||
|
@ -203,7 +200,6 @@ protected:
|
|||
virtual void renderAttachments(RenderMode renderMode);
|
||||
|
||||
private:
|
||||
bool _mousePressed;
|
||||
float _bodyPitchDelta; // degrees
|
||||
float _bodyRollDelta; // degrees
|
||||
glm::vec3 _gravity;
|
||||
|
|
Loading…
Reference in a new issue