Removed unused variable, debugging code.

This commit is contained in:
Andrzej Kapolka 2013-11-07 12:16:17 -08:00
parent e6cd9a7368
commit f0e72d8d0c
3 changed files with 1 additions and 11 deletions

View file

@ -149,7 +149,7 @@ void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingertipJ
IndexValue indexValue = { i, palm.getFingers()[i].getTipRawPosition().x };
fingerIndices.append(indexValue);
}
qSort(fingerIndices.begin(), fingerIndices.end());
//qSort(fingerIndices.begin(), fingerIndices.end());
// likewise with the joint indices and relative x
QVector<IndexValue> jointIndices;

View file

@ -1113,14 +1113,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
QVariantHash springs = mapping.value("spring").toHash();
QVariant defaultSpring = springs.value("default");
int vertices = 0;
int quads = 0;
int tris = 0;
for (QHash<QString, ExtractedMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
ExtractedMesh& extracted = it.value();
vertices += extracted.mesh.vertices.size();
// accumulate local transforms
QString modelID = models.contains(it.key()) ? it.key() : parentMap.value(it.key());
extracted.mesh.springiness = springs.value(models.value(modelID).name, defaultSpring).toFloat();
@ -1134,8 +1129,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
break;
}
FBXMeshPart& part = extracted.mesh.parts[partIndex];
quads += part.quadIndices.size() / 4;
tris += part.triangleIndices.size() / 3;
if (textureFilenames.contains(childID)) {
part.diffuseFilename = textureFilenames.value(childID);
continue;
@ -1296,8 +1289,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
geometry.meshes.append(extracted.mesh);
}
qDebug("%d %d %d\n", vertices, quads, tris);
// process attachments
QVariantHash attachments = mapping.value("attach").toHash();
for (QVariantHash::const_iterator it = attachments.constBegin(); it != attachments.constEnd(); it++) {

View file

@ -633,7 +633,6 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, int last
for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
int sourceIndex = freeLineage.at(j);
int destIndex = freeLineage.at(j - 1);
bool last = (sourceIndex == lastFreeIndex);
JointState& sourceState = _jointStates[sourceIndex];
JointState& destState = _jointStates[destIndex];
glm::vec3 sourceTranslation = extractTranslation(sourceState.transform);