Commit b6cc65b3 by Philipp Adolf

Remove unused methods

parent a6f280e6
...@@ -669,41 +669,6 @@ void Subdivision::findRegular(QVector<unsigned int> index_buffer, QVector<Vertex ...@@ -669,41 +669,6 @@ void Subdivision::findRegular(QVector<unsigned int> index_buffer, QVector<Vertex
qCDebug(log_timing)<<"Find Regular done:"<<formatTimeMeasurement(totalTimer.elapsed()); qCDebug(log_timing)<<"Find Regular done:"<<formatTimeMeasurement(totalTimer.elapsed());
} }
bool Subdivision::matchAndCompleteTriangleIndices(unsigned int sx, unsigned int sy, unsigned int sz, unsigned int tx, unsigned int ty, unsigned int &tz){
if (sx == tx && sy == ty){
tz = sz;
return true;
}
if (sy == tx && sz == ty){
tz = sx;
return true;
}
if (sz == tx && sx == ty){
tz = sy;
return true;
}
return false;
}
bool Subdivision::matchAndCompleteTriangle(unsigned int sx, unsigned int sy, unsigned int sz,unsigned int tx, unsigned int ty, unsigned int &tz, QVector<Vertex> vb){
if (vb[sx].samePos(vb[tx]) && vb[sy].samePos(vb[ty])){
tz = sz;
return true;
}
if (vb[sy].samePos(vb[tx]) && vb[sz].samePos(vb[ty])){
tz = sx;
return true;
}
if (vb[sz].samePos(vb[tx]) && vb[sx].samePos(vb[ty])){
tz = sy;
return true;
}
return false;
}
Subdivision::Result Subdivision::runShader(Input input, Tables &tables) { Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
qCDebug(log_subdiv) << "Running compute shader"; qCDebug(log_subdiv) << "Running compute shader";
......
...@@ -69,37 +69,6 @@ private: ...@@ -69,37 +69,6 @@ private:
QVector<unsigned int> patchIBToTriangleIB(QVector<unsigned int> ib); QVector<unsigned int> patchIBToTriangleIB(QVector<unsigned int> ib);
QVector<unsigned int> getPatchIndexBuffer(QVector<unsigned int> ib_regular, QVector<unsigned int> ib_irregular, QVector<Vertex> vb); QVector<unsigned int> getPatchIndexBuffer(QVector<unsigned int> ib_regular, QVector<unsigned int> ib_irregular, QVector<Vertex> vb);
/**
* @brief matchAndCompleteTriangleIndices if Indices tx ty matches sxsy, sysz or szsy, fill tz with third source vertex index.
* @param sx source triangle: first vertex index
* @param sy source triangle: second vertex index
* @param sz source triangle: third vertex index
* @param tx target triangle: first known vertex index
* @param ty target triangle: second known vertex index
* @param tz target triangle: unknown vertex index.
* @return true if triangles could be matched and tz was filled.
* Only use this method if you are absolutely sure that each vertex position appears ONLY ONCE in the vertex buffer!!
* No duplicate vertices with different normals or crap like that!
*/
bool matchAndCompleteTriangleIndices(unsigned int sx, unsigned int sy, unsigned int sz, unsigned int tx, unsigned int ty, unsigned int& tz);
/**
* @brief matchAndCompleteTriangle if vertices at indices tx ty matches vertices at indices sxsy, sysz or szsy,
* fill tz with third source vertex index.
* both s(xyz) and t(xyz) are in SAME DIRECTION: matches sx with tx, sy with ty (..)
* @param sx source triangle: first vertex index
* @param sy source triangle: second vertex index
* @param sz source triangle: third vertex index
* @param tx target triangle: first known vertex index
* @param ty target triangle: second known vertex index
* @param tz target triangle: unknown vertex index.
* @param vb Vertex Buffer. This method compares the actual positions of the vertices
* @return true if triangles could be matched and tz was filled.
*/
bool matchAndCompleteTriangle(unsigned int sx, unsigned int sy, unsigned int sz, unsigned int tx, unsigned int ty, unsigned int &tz, QVector<Vertex> vb);
}; };
#endif #endif
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