Commit c0b70d7a authored by Martin Schultz's avatar Martin Schultz

* removed further unused variables and outcommented code corpses


git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@21140 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 322f954b
......@@ -231,9 +231,6 @@ void SkeletonTransform::transformJoint(Skeleton::Joint* _joint, Matrix4x4 _matri
Skeleton::Pose* pose = skeleton_.animation(a)->pose( iFrame );
if ( parent != 0 ){
//store original joint position
ACG::Vec3d oldJointPos = pose->globalTranslation( _joint->id() );
//transform the local matrix
Matrix4x4 newMatrix = transform * pose->localMatrix( _joint->id() );
......@@ -244,52 +241,6 @@ void SkeletonTransform::transformJoint(Skeleton::Joint* _joint, Matrix4x4 _matri
// angle changes this has to be corrected by rotating the coord-frame
// 2. the length of the bone to a child may have changed. Check that
// the length is the same like in the refPose
// if ( _keepChildPositions && (_joint->size() == 1) ){
//
// ACG::Vec3d newJointPos = pose->getGlobalTranslation( _joint->getID() );
//
// Skeleton::Joint* child = _joint->getChild(0);
//
// double boneLen = refPose_->getLocalTranslation(child->getID()).norm();
//
// ACG::Vec3d childPos = pose->getGlobalTranslation( child->getID() );
//
// ACG::Vec3d vecOld = childPos - oldJointPos;
// ACG::Vec3d vecNew = childPos - newJointPos;
//
// vecOld.normalize();
// vecNew.normalize();
//
// double angle = vecNew | vecOld;
//
// if ( angle < 1.0 ){
//
// // construct rotation matrix
// angle = ACG::Geometry::radToDeg( acos(angle) );
//
// ACG::Vec3d axis = vecNew % vecOld;
//
// if ( axis.sqrnorm() == 0.0 )
// return;
//
// axis.normalize();
//
// //rotation around newJointPos
// ACG::GLMatrixT<double> rotation;
// rotation.identity();
// rotation.translate( newJointPos );
// rotation.rotate(-angle, axis);
// rotation.translate( -newJointPos );
//
// pose->setGlobal( _joint->getID(), rotation * pose->getGlobal(_joint->getID()));
//
// //make sure the bone length is still correct
// ACG::Vec3d childBone = pose->getLocalTranslation(child->getID());
// childBone.normalize();
//
// pose->setLocalTranslation( child->getID(), childBone * boneLen );
// }
// }
} else {
......
......@@ -636,8 +636,6 @@ void SkeletonObject::showMotionPath(bool _visible)
for (uint c=0; c < joint->size(); c++ ){
Skeleton::Joint* child = joint->child(c);
ACG::Vec3d globTrans = ref->localTranslation(child->id());
for (unsigned int a = 0; a < skeleton_->animationCount(); a++){
AnimationHandle animHandle = AnimationHandle(a, 0 );
......
......@@ -2595,7 +2595,6 @@ OpenMesh::Vec3d MovePlugin::getNearestFace(MeshType* _mesh, uint _fh, OpenMesh::
return OpenMesh::Vec3d(0.0, 0.0, 0.0);
typename MeshType::FaceVertexIter fv_it(*_mesh, fh);
typename MeshType::Point hitPointP = (typename MeshType::Point) _hitPoint;
typename MeshType::Point cog(0.0,0.0,0.0);
uint count = 0;
......
......@@ -1034,8 +1034,6 @@ me_insert( QMouseEvent* _event )
}
if (cur_polyline_obj_->line()->n_vertices() >= 2) {
const PolyLine::Point &p1 = cur_polyline_obj_->line()->point(cur_polyline_obj_->line()->n_vertices() - 1),
&p2 = cur_polyline_obj_->line()->point(cur_polyline_obj_->line()->n_vertices() - 2);
cur_polyline_obj_->line()->delete_point(cur_polyline_obj_->line()->n_vertices() - 1);
}
......@@ -1638,7 +1636,6 @@ me_move( QMouseEvent* _event )
PolyLineObject* lineObject;
if (PluginFunctions::getObject(createCircle_CurrSelIndex_, lineObject))
{
PolyLineCircleData* lineData = dynamic_cast<PolyLineCircleData*>(lineObject->objectData(CIRCLE_DATA));
moveCircle_IsLocked = false;
updateHandles(lineObject);
updatePolyEllipse(lineObject, tool_->sb_CirclePointNum->value());
......
......@@ -86,12 +86,10 @@ bool PolyLinePlugin::createCircle_getPointOnMesh(TriMeshObject* _triMeshObject,
if (rayInt.empty())
return false;
ACG::Vec3d eye = PluginFunctions::viewerProperties(0).glState().eye();
int i = -1;
double smDist = 10e10;
for (unsigned int j = 0; j < rayInt.size(); j++) {
ACG::Vec3d norAtInt = _triMeshObject->mesh()->normal(rayInt[j].first);
ACG::Vec3d p = _pOnPlane + _n * rayInt[j].second, dir = _center - p;
const double dist = dir.norm();
if (dist < smDist) {
......
......@@ -677,7 +677,6 @@ void SkeletonEditingPlugin::inverseKinematic(ACG::Vec3d dest,Skeleton::Pose* cur
ACG::Quaterniond quaternion(rotationAxis ,theta);
ACG::Matrix4x4d changingMatrix = currentGlobalMatrix * quaternion.rotation_matrix();
ACG::Vec3d currentTranslation = currentPose->globalTranslation( currentId );
//set position and rotation of our currentJoint, so pickedJoint is moving to our destination
currentPose->setGlobalMatrix(currentId, changingMatrix, false);
......
......@@ -64,8 +64,7 @@ namespace VSI {
/// Constructor
ElementOutput::ElementOutput (Output *_out, SceneElement *_parent) :
ElementInOut (_out, _parent),
out_ (_out)
ElementInOut (_out, _parent)
{
connectionPointItem ()->setState (ConnectionPoint::OutputNotConnected);
......
......@@ -81,9 +81,6 @@ class ElementOutput : public ElementInOut {
/// Remove connection
void removeConnection (Connection *_conn);
private:
Output *out_;
};
//=============================================================================
......
......@@ -1330,9 +1330,6 @@ FileVTKPlugin::BestMeshType FileVTKPlugin::findBestObjectType(QString _filename)
// Number of polygons to read
quint32 polygoncount = polygonsLine[1].toUInt(&ok);
// number of ints in the whole polygon description
quint32 entrycount = polygonsLine[2].toUInt(&ok);
if ( ! ok) {
emit log(LOGERR,tr("Expected to get number of points and entries, but read %1 !").arg(polygonsLine.join(" ")));
return BMT_None;
......
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