AnimDebugDraw Removed unused drawing code.

This commit is contained in:
Anthony J. Thibault 2015-11-21 10:57:39 -08:00
parent fe683edb66
commit e2f031e77f
2 changed files with 0 additions and 150 deletions

View file

@ -153,30 +153,6 @@ void AnimDebugDraw::shutdown() {
}
}
void AnimDebugDraw::addSkeleton(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPose& rootPose, const glm::vec4& color) {
_skeletons[key] = SkeletonInfo(skeleton, rootPose, color);
}
void AnimDebugDraw::removeSkeleton(const std::string& key) {
_skeletons.erase(key);
}
void AnimDebugDraw::addAnimNode(const std::string& key, AnimNode::ConstPointer animNode, const AnimPose& rootPose, const glm::vec4& color) {
_animNodes[key] = AnimNodeInfo(animNode, rootPose, color);
}
void AnimDebugDraw::removeAnimNode(const std::string& key) {
_animNodes.erase(key);
}
void AnimDebugDraw::addRelativePoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color) {
_relativePoses[key] = PosesInfo(skeleton, poses, rootPose, color);
}
void AnimDebugDraw::removeRelativePoses(const std::string& key) {
_relativePoses.erase(key);
}
void AnimDebugDraw::addAbsolutePoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color) {
_absolutePoses[key] = PosesInfo(skeleton, poses, rootPose, color);
}
@ -347,33 +323,6 @@ void AnimDebugDraw::update() {
// figure out how many verts we will need.
int numVerts = 0;
// AJT: FIX ME
/*
for (auto& iter : _animNodes) {
AnimNode::ConstPointer& animNode = std::get<0>(iter.second);
auto poses = animNode->getPosesInternal();
numVerts += poses.size() * VERTICES_PER_BONE;
auto skeleton = animNode->getSkeleton();
for (size_t i = 0; i < poses.size(); i++) {
auto parentIndex = skeleton->getParentIndex(i);
if (parentIndex >= 0) {
numVerts += VERTICES_PER_LINK;
}
}
}
for (auto& iter : _relativePoses) {
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
numVerts += skeleton->getNumJoints() * VERTICES_PER_BONE;
for (int i = 0; i < skeleton->getNumJoints(); i++) {
auto parentIndex = skeleton->getParentIndex(i);
if (parentIndex >= 0) {
numVerts += VERTICES_PER_LINK;
}
}
}
*/
for (auto& iter : _absolutePoses) {
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
numVerts += skeleton->getNumJoints() * VERTICES_PER_BONE;
@ -396,88 +345,6 @@ void AnimDebugDraw::update() {
Vertex* verts = (Vertex*)data._vertexBuffer->editData();
Vertex* v = verts;
// AJT: FIXME
/*
// draw animNodes
for (auto& iter : _animNodes) {
AnimNode::ConstPointer& animNode = std::get<0>(iter.second);
AnimPose rootPose = std::get<1>(iter.second);
if (animNode->_skeleton) {
int hipsIndex = animNode->_skeleton->nameToJointIndex("Hips");
if (hipsIndex >= 0) {
rootPose.trans -= animNode->_skeleton->getRelativeBindPose(hipsIndex).trans;
}
}
glm::vec4 color = std::get<2>(iter.second);
auto poses = animNode->getPosesInternal();
auto skeleton = animNode->getSkeleton();
std::vector<AnimPose> absAnimPose;
absAnimPose.resize(skeleton->getNumJoints());
for (size_t i = 0; i < poses.size(); i++) {
auto parentIndex = skeleton->getParentIndex(i);
if (parentIndex >= 0) {
absAnimPose[i] = absAnimPose[parentIndex] * poses[i];
} else {
absAnimPose[i] = poses[i];
}
const float radius = BONE_RADIUS / (absAnimPose[i].scale.x * rootPose.scale.x);
addBone(rootPose, absAnimPose[i], radius, v);
if (parentIndex >= 0) {
assert((size_t)parentIndex < poses.size());
// draw line to parent
addLink(rootPose, absAnimPose[i], absAnimPose[parentIndex], radius, color, v);
}
}
}
*/
// AJT: FIX ME
/*
// draw relative poses
for (auto& iter : _relativePoses) {
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
AnimPoseVec& poses = std::get<1>(iter.second);
AnimPose rootPose = std::get<2>(iter.second);
int hipsIndex = skeleton->nameToJointIndex("Hips");
if (hipsIndex >= 0) {
rootPose.trans -= skeleton->getRelativeBindPose(hipsIndex).trans;
}
glm::vec4 color = std::get<3>(iter.second);
std::vector<AnimPose> absAnimPose;
absAnimPose.resize(skeleton->getNumJoints());
for (int i = 0; i < skeleton->getNumJoints(); i++) {
const AnimPose& pose = poses[i];
const float radius = BONE_RADIUS / (pose.scale.x * rootPose.scale.x);
auto parentIndex = skeleton->getParentIndex(i);
if (parentIndex >= 0) {
absAnimPose[i] = absAnimPose[parentIndex] * pose;
} else {
absAnimPose[i] = pose;
}
// draw bone
addBone(rootPose, absAnimPose[i], radius, v);
// draw link to parent
if (parentIndex >= 0) {
assert(parentIndex < skeleton->getNumJoints());
addLink(rootPose, absAnimPose[i], absAnimPose[parentIndex], radius, color, v);
}
}
}
*/
// draw absolute poses
for (auto& iter : _absolutePoses) {
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);

View file

@ -29,18 +29,6 @@ public:
void shutdown();
// draw a skeleton bind pose
void addSkeleton(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPose& rootPose, const glm::vec4& color);
void removeSkeleton(const std::string& key);
// draw the interal poses for a specific animNode
void addAnimNode(const std::string& key, AnimNode::ConstPointer animNode, const AnimPose& rootPose, const glm::vec4& color);
void removeAnimNode(const std::string& key);
// draw a set of poses with a skeleton
void addRelativePoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color);
void removeRelativePoses(const std::string& key);
void addAbsolutePoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color);
void removeAbsolutePoses(const std::string& key);
@ -53,13 +41,8 @@ protected:
static gpu::PipelinePointer _pipeline;
typedef std::tuple<AnimSkeleton::ConstPointer, AnimPose, glm::vec4> SkeletonInfo;
typedef std::tuple<AnimNode::ConstPointer, AnimPose, glm::vec4> AnimNodeInfo;
typedef std::tuple<AnimSkeleton::ConstPointer, AnimPoseVec, AnimPose, glm::vec4> PosesInfo;
std::unordered_map<std::string, SkeletonInfo> _skeletons;
std::unordered_map<std::string, AnimNodeInfo> _animNodes;
std::unordered_map<std::string, PosesInfo> _relativePoses;
std::unordered_map<std::string, PosesInfo> _absolutePoses;
// no copies