Remove unused code into GUI
This commit is contained in:
@@ -119,8 +119,6 @@
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FC_LOG_LEVEL_INIT("3DViewer",true,true)
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//#define FC_LOGGING_CB
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using namespace Gui;
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/*** zoom-style cursor ******/
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@@ -389,36 +387,16 @@ void View3DInventorViewer::init()
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cam->nearDistance = 0;
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cam->farDistance = 10;
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// dragger
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//SoSeparator * dragSep = new SoSeparator();
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//SoScale *scale = new SoScale();
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//scale->scaleFactor = SbVec3f (0.2,0.2,0.2);
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//dragSep->addChild(scale);
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//SoCenterballDragger *dragger = new SoCenterballDragger();
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//dragger->center = SbVec3f (0.8,0.8,0);
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////dragger->rotation = SbRotation(rrot[0],rrot[1],rrot[2],rrot[3]);
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//dragSep->addChild(dragger);
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this->foregroundroot->addChild(cam);
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this->foregroundroot->addChild(lm);
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this->foregroundroot->addChild(bc);
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//this->foregroundroot->addChild(dragSep);
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#if 0
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// NOTE: For every mouse click event the SoSelection searches for the picked
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// point which causes a certain slow-down because for all objects the primitives
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// must be created. Using an SoSeparator avoids this drawback.
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SoSelection* selectionRoot = new SoSelection();
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selectionRoot->addSelectionCallback(View3DInventorViewer::selectCB, this);
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selectionRoot->addDeselectionCallback(View3DInventorViewer::deselectCB, this);
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selectionRoot->setPickFilterCallback(View3DInventorViewer::pickFilterCB, this);
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#else
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// NOTE: For every mouse click event the SoFCUnifiedSelection searches for the picked
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// point which causes a certain slow-down because for all objects the primitives
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// must be created. Using an SoSeparator avoids this drawback.
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selectionRoot = new Gui::SoFCUnifiedSelection();
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selectionRoot->applySettings();
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#endif
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// set the ViewProvider root node
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pcViewProviderRoot = selectionRoot;
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@@ -453,7 +431,6 @@ void View3DInventorViewer::init()
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auto pcGroupOnTopPickStyle = new SoPickStyle;
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pcGroupOnTopPickStyle->style = SoPickStyle::UNPICKABLE;
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// pcGroupOnTopPickStyle->style = SoPickStyle::SHAPE_ON_TOP;
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pcGroupOnTopPickStyle->setOverride(true);
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pcGroupOnTop->addChild(pcGroupOnTopPickStyle);
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@@ -502,10 +479,7 @@ void View3DInventorViewer::init()
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this->getSoRenderManager()->setGLRenderAction(new SoBoxSelectionRenderAction);
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this->getSoRenderManager()->getGLRenderAction()->setCacheContext(id);
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// set the transparency and antialiasing settings
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// getGLRenderAction()->setTransparencyType(SoGLRenderAction::SORTED_OBJECT_BLEND);
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getSoRenderManager()->getGLRenderAction()->setTransparencyType(SoGLRenderAction::SORTED_OBJECT_SORTED_TRIANGLE_BLEND);
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// getGLRenderAction()->setSmoothing(true);
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// Settings
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setSeekTime(0.4f);
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@@ -1428,7 +1402,6 @@ void View3DInventorViewer::setAxisCross(bool on)
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axisCross->scaleFactor = 1.0f;
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axisGroup = new SoSkipBoundingGroup;
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axisGroup->addChild(axisCross);
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sep->addChild(axisGroup);
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}
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}
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@@ -2165,9 +2138,6 @@ void View3DInventorViewer::renderToFramebuffer(QtGLFramebufferObject* fbo)
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glClearColor(col.redF(), col.greenF(), col.blueF(), col.alphaF());
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// If on then transparent areas may shine through opaque areas
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//glDepthRange(0.1,1.0);
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SoBoxSelectionRenderAction gl(SbViewportRegion(width, height));
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// When creating a new GL render action we have to copy over the cache context id
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// For further details see init().
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@@ -2191,7 +2161,6 @@ void View3DInventorViewer::renderToFramebuffer(QtGLFramebufferObject* fbo)
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if (this->axiscrossEnabled) {
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this->drawAxisCross();
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}
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fbo->release();
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}
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@@ -2284,9 +2253,6 @@ void View3DInventorViewer::renderGLImage()
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glEnable(GL_DEPTH_TEST);
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}
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// #define ENABLE_GL_DEPTH_RANGE
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// The calls of glDepthRange inside renderScene() causes problems with transparent objects
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// so that's why it is disabled now: http://forum.freecadweb.org/viewtopic.php?f=3&t=6037&hilit=transparency
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// Documented in superclass. Overrides this method to be able to draw
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// the axis cross, if selected, and to keep a continuous animation
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@@ -2307,11 +2273,6 @@ void View3DInventorViewer::renderScene(void)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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#if defined(ENABLE_GL_DEPTH_RANGE)
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// using 90% of the z-buffer for the background and the main node
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glDepthRange(0.1,1.0);
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#endif
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// Render our scenegraph with the image.
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SoGLRenderAction* glra = this->getSoRenderManager()->getGLRenderAction();
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SoState* state = glra->getState();
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@@ -2346,11 +2307,6 @@ void View3DInventorViewer::renderScene(void)
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state->pop();
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}
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#if defined (ENABLE_GL_DEPTH_RANGE)
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// using 10% of the z-buffer for the foreground node
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glDepthRange(0.0,0.1);
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#endif
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// Render overlay front scenegraph.
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glra->apply(this->foregroundroot);
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@@ -2358,21 +2314,11 @@ void View3DInventorViewer::renderScene(void)
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this->drawAxisCross();
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}
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#if defined (ENABLE_GL_DEPTH_RANGE)
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// using the main portion of z-buffer again (for frontbuffer highlighting)
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glDepthRange(0.1,1.0);
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#endif
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// Immediately reschedule to get continuous spin animation.
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if (this->isAnimating()) {
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this->getSoRenderManager()->scheduleRedraw();
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}
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#if 0 // this breaks highlighting of edges
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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#endif
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printDimension();
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navigation->redraw();
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@@ -2390,11 +2336,6 @@ void View3DInventorViewer::renderScene(void)
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if (naviCubeEnabled)
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naviCube->drawNaviCube();
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#if 0 // this breaks highlighting of edges
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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#endif
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}
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void View3DInventorViewer::setSeekMode(SbBool on)
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@@ -2465,7 +2406,6 @@ void View3DInventorViewer::selectAll()
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if (obj) objs.push_back(obj);
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}
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}
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if (!objs.empty())
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Gui::Selection().setSelection(objs.front()->getDocument()->getName(), objs);
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}
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@@ -2495,7 +2435,6 @@ bool View3DInventorViewer::processSoEvent(const SoEvent* ev)
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break;
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}
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}
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return navigation->processEvent(ev);
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}
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@@ -3284,12 +3223,9 @@ void View3DInventorViewer::drawAxisCross(void)
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SbVec2s view = this->getSoRenderManager()->getSize();
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const int pixelarea =
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int(float(this->axiscrossSize)/100.0f * std::min(view[0], view[1]));
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#if 0 // middle of canvas
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SbVec2s origin(view[0]/2 - pixelarea/2, view[1]/2 - pixelarea/2);
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#endif // middle of canvas
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#if 1 // lower right of canvas
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SbVec2s origin(view[0] - pixelarea, 0);
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#endif // lower right of canvas
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glViewport(origin[0], origin[1], pixelarea, pixelarea);
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// Set up the projection matrix.
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