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Removed unused variable, debugging code.
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e6cd9a7368
commit
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3 changed files with 1 additions and 11 deletions
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@ -149,7 +149,7 @@ void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingertipJ
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IndexValue indexValue = { i, palm.getFingers()[i].getTipRawPosition().x };
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fingerIndices.append(indexValue);
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}
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qSort(fingerIndices.begin(), fingerIndices.end());
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//qSort(fingerIndices.begin(), fingerIndices.end());
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// likewise with the joint indices and relative x
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QVector<IndexValue> jointIndices;
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@ -1113,14 +1113,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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QVariantHash springs = mapping.value("spring").toHash();
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QVariant defaultSpring = springs.value("default");
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int vertices = 0;
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int quads = 0;
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int tris = 0;
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for (QHash<QString, ExtractedMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
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ExtractedMesh& extracted = it.value();
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vertices += extracted.mesh.vertices.size();
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// accumulate local transforms
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QString modelID = models.contains(it.key()) ? it.key() : parentMap.value(it.key());
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extracted.mesh.springiness = springs.value(models.value(modelID).name, defaultSpring).toFloat();
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@ -1134,8 +1129,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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break;
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}
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FBXMeshPart& part = extracted.mesh.parts[partIndex];
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quads += part.quadIndices.size() / 4;
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tris += part.triangleIndices.size() / 3;
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if (textureFilenames.contains(childID)) {
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part.diffuseFilename = textureFilenames.value(childID);
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continue;
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@ -1296,8 +1289,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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geometry.meshes.append(extracted.mesh);
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}
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qDebug("%d %d %d\n", vertices, quads, tris);
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// process attachments
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QVariantHash attachments = mapping.value("attach").toHash();
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for (QVariantHash::const_iterator it = attachments.constBegin(); it != attachments.constEnd(); it++) {
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@ -633,7 +633,6 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, int last
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for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
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int sourceIndex = freeLineage.at(j);
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int destIndex = freeLineage.at(j - 1);
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bool last = (sourceIndex == lastFreeIndex);
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JointState& sourceState = _jointStates[sourceIndex];
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JointState& destState = _jointStates[destIndex];
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glm::vec3 sourceTranslation = extractTranslation(sourceState.transform);
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