mirror of
https://github.com/processing/processing4.git
synced 2026-02-13 18:35:37 +01:00
removed some old code
This commit is contained in:
@@ -2286,7 +2286,6 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
if (normalMode == NORMAL_MODE_AUTO) inGeo.calcQuadStripNormals();
|
||||
tessellator.tessellateQuadStrip();
|
||||
} else if (shape == POLYGON) {
|
||||
// if (stroke && defaultEdges) inGeo.addPolygonEdges(mode == CLOSE);
|
||||
tessellator.tessellatePolygon(false, mode == CLOSE,
|
||||
normalMode == NORMAL_MODE_AUTO);
|
||||
}
|
||||
@@ -8013,151 +8012,6 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
addVertex(x, y, z, CURVE_VERTEX, brk);
|
||||
}
|
||||
|
||||
/*
|
||||
void addBezierVertex(float x2, float y2, float z2,
|
||||
float x3, float y3, float z3,
|
||||
float x4, float y4, float z4,
|
||||
boolean fill, boolean stroke, int detail, int code) {
|
||||
addBezierVertex(x2, y2, z2,
|
||||
x3, y3, z3,
|
||||
x4, y4, z4,
|
||||
fill, stroke, detail, code, POLYGON);
|
||||
}
|
||||
|
||||
void addBezierVertex(float x2, float y2, float z2,
|
||||
float x3, float y3, float z3,
|
||||
float x4, float y4, float z4,
|
||||
boolean fill, boolean stroke, int detail, int code, // this should be break flag
|
||||
int shape) {
|
||||
bezierInitCheck();
|
||||
bezierVertexCheck(shape, vertexCount);
|
||||
|
||||
PMatrix3D draw = bezierDrawMatrix;
|
||||
|
||||
float x1 = getLastVertexX();
|
||||
float y1 = getLastVertexY();
|
||||
float z1 = getLastVertexZ();
|
||||
|
||||
float xplot1 = draw.m10*x1 + draw.m11*x2 + draw.m12*x3 + draw.m13*x4;
|
||||
float xplot2 = draw.m20*x1 + draw.m21*x2 + draw.m22*x3 + draw.m23*x4;
|
||||
float xplot3 = draw.m30*x1 + draw.m31*x2 + draw.m32*x3 + draw.m33*x4;
|
||||
|
||||
float yplot1 = draw.m10*y1 + draw.m11*y2 + draw.m12*y3 + draw.m13*y4;
|
||||
float yplot2 = draw.m20*y1 + draw.m21*y2 + draw.m22*y3 + draw.m23*y4;
|
||||
float yplot3 = draw.m30*y1 + draw.m31*y2 + draw.m32*y3 + draw.m33*y4;
|
||||
|
||||
float zplot1 = draw.m10*z1 + draw.m11*z2 + draw.m12*z3 + draw.m13*z4;
|
||||
float zplot2 = draw.m20*z1 + draw.m21*z2 + draw.m22*z3 + draw.m23*z4;
|
||||
float zplot3 = draw.m30*z1 + draw.m31*z2 + draw.m32*z3 + draw.m33*z4;
|
||||
|
||||
for (int j = 0; j < detail; j++) {
|
||||
x1 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
||||
y1 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
||||
z1 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
|
||||
addVertex(x1, y1, z1, j == 0 && code == BREAK ? BREAK : VERTEX);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
public void addQuadraticVertex(float cx, float cy, float cz,
|
||||
float x3, float y3, float z3,
|
||||
boolean fill, boolean stroke, int detail,
|
||||
int code) {
|
||||
addVertex(cx, cy, cz, QUADRATIC_VERTEX, brk);
|
||||
addVertex(x3, y3, z3, QUADRATIC_VERTEX, false);
|
||||
|
||||
|
||||
addQuadraticVertex(cx, cy, cz,
|
||||
x3, y3, z3,
|
||||
fill, stroke, detail, code, POLYGON);
|
||||
}
|
||||
|
||||
public void addQuadraticVertex(float cx, float cy, float cz,
|
||||
float x3, float y3, float z3,
|
||||
boolean fill, boolean stroke, int detail,
|
||||
int code, int shape) {
|
||||
float x1 = getLastVertexX();
|
||||
float y1 = getLastVertexY();
|
||||
float z1 = getLastVertexZ();
|
||||
addBezierVertex(
|
||||
x1 + ((cx-x1)*2/3.0f), y1 + ((cy-y1)*2/3.0f), z1 + ((cz-z1)*2/3.0f),
|
||||
x3 + ((cx-x3)*2/3.0f), y3 + ((cy-y3)*2/3.0f), z3 + ((cz-z3)*2/3.0f),
|
||||
x3, y3, z3,
|
||||
fill, stroke, detail, code, shape);
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
void addCurveVertex(float x, float y, float z,
|
||||
boolean fill, boolean stroke, int detail, int code) {
|
||||
addCurveVertex(x, y, z,
|
||||
fill, stroke, detail, code, POLYGON);
|
||||
}
|
||||
|
||||
void addCurveVertex(float x, float y, float z,
|
||||
boolean fill, boolean stroke, int detail, int code,
|
||||
int shape) {
|
||||
curveVertexCheck(shape);
|
||||
|
||||
float[] vertex = curveVertices[curveVertexCount];
|
||||
vertex[X] = x;
|
||||
vertex[Y] = y;
|
||||
vertex[Z] = z;
|
||||
curveVertexCount++;
|
||||
|
||||
// draw a segment if there are enough points
|
||||
if (curveVertexCount > 3) {
|
||||
float[] v1 = curveVertices[curveVertexCount-4];
|
||||
float[] v2 = curveVertices[curveVertexCount-3];
|
||||
float[] v3 = curveVertices[curveVertexCount-2];
|
||||
float[] v4 = curveVertices[curveVertexCount-1];
|
||||
addCurveVertexSegment(v1[X], v1[Y], v1[Z],
|
||||
v2[X], v2[Y], v2[Z],
|
||||
v3[X], v3[Y], v3[Z],
|
||||
v4[X], v4[Y], v4[Z],
|
||||
detail, code);
|
||||
}
|
||||
}
|
||||
|
||||
void addCurveVertexSegment(float x1, float y1, float z1,
|
||||
float x2, float y2, float z2,
|
||||
float x3, float y3, float z3,
|
||||
float x4, float y4, float z4,
|
||||
int detail, int code) {
|
||||
float x0 = x2;
|
||||
float y0 = y2;
|
||||
float z0 = z2;
|
||||
|
||||
PMatrix3D draw = curveDrawMatrix;
|
||||
|
||||
float xplot1 = draw.m10*x1 + draw.m11*x2 + draw.m12*x3 + draw.m13*x4;
|
||||
float xplot2 = draw.m20*x1 + draw.m21*x2 + draw.m22*x3 + draw.m23*x4;
|
||||
float xplot3 = draw.m30*x1 + draw.m31*x2 + draw.m32*x3 + draw.m33*x4;
|
||||
|
||||
float yplot1 = draw.m10*y1 + draw.m11*y2 + draw.m12*y3 + draw.m13*y4;
|
||||
float yplot2 = draw.m20*y1 + draw.m21*y2 + draw.m22*y3 + draw.m23*y4;
|
||||
float yplot3 = draw.m30*y1 + draw.m31*y2 + draw.m32*y3 + draw.m33*y4;
|
||||
|
||||
float zplot1 = draw.m10*z1 + draw.m11*z2 + draw.m12*z3 + draw.m13*z4;
|
||||
float zplot2 = draw.m20*z1 + draw.m21*z2 + draw.m22*z3 + draw.m23*z4;
|
||||
float zplot3 = draw.m30*z1 + draw.m31*z2 + draw.m32*z3 + draw.m33*z4;
|
||||
|
||||
// addVertex() will reset curveVertexCount, so save it
|
||||
int savedCount = curveVertexCount;
|
||||
|
||||
addVertex(x0, y0, z0, code == BREAK ? BREAK : VERTEX);
|
||||
for (int j = 0; j < detail; j++) {
|
||||
x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
|
||||
y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
|
||||
z0 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
|
||||
addVertex(x0, y0, z0, VERTEX);
|
||||
}
|
||||
|
||||
curveVertexCount = savedCount;
|
||||
}
|
||||
*/
|
||||
|
||||
// Returns the vertex data in the PGraphics double array format.
|
||||
float[][] getVertexData() {
|
||||
float[][] data = new float[vertexCount][VERTEX_FIELD_COUNT];
|
||||
@@ -8323,84 +8177,6 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
void addPolygonEdges(boolean closed) {
|
||||
int start = 0;
|
||||
boolean begin = true;
|
||||
int i = 1;
|
||||
|
||||
int c = 1;
|
||||
|
||||
// The following line handles the situation when the vertex codes start
|
||||
// with a BREAK. This can only be the result of starting a shape with a
|
||||
// contour, which doesn't work on JAVA2D.
|
||||
// In order to mantain consistency between renderers, it is disabled.
|
||||
// if (0 < codeCount && codes[0] == BREAK) c++;
|
||||
|
||||
while (i < vertexCount) {
|
||||
int code = VERTEX;
|
||||
boolean brk = false;
|
||||
boolean brk1 = false;
|
||||
if (codes != null && c < codeCount) {
|
||||
code = codes[c++];
|
||||
if (code == BREAK && c < codeCount) {
|
||||
brk = true;
|
||||
code = codes[c++];
|
||||
}
|
||||
if (c < codeCount) brk1 = codes[c] == BREAK;
|
||||
}
|
||||
|
||||
if (brk) {
|
||||
if (closed) {
|
||||
// Closing previous contour.
|
||||
addEdge(i - 1, start, begin, false);
|
||||
closeEdge(i - 1, start);
|
||||
}
|
||||
|
||||
// Starting new contour.
|
||||
start = i;
|
||||
begin = true;
|
||||
} else {
|
||||
if (i == vertexCount - 1) {
|
||||
if (closed && start + 1 < i) {
|
||||
// Closing the end of the last contour, if it
|
||||
// has more than 1 segment.
|
||||
addEdge(i - 1, i, begin, false);
|
||||
addEdge(i, start, false, false);
|
||||
closeEdge(i, start);
|
||||
} else {
|
||||
// Leaving the last contour open.
|
||||
addEdge(i - 1, i, begin, true);
|
||||
}
|
||||
} else {
|
||||
|
||||
if ((i < vertexCount - 1) && brk1 && !closed) {
|
||||
// A new contour starts at the next vertex and
|
||||
// the polygon is not closed, so this is the last
|
||||
// segment of the current contour.
|
||||
addEdge(i - 1, i, begin, true);
|
||||
} else {
|
||||
// The current contour does not end at vertex i.
|
||||
addEdge(i - 1, i, begin, false);
|
||||
}
|
||||
}
|
||||
|
||||
begin = false;
|
||||
}
|
||||
|
||||
if (code == BEZIER_VERTEX) {
|
||||
i += 3;
|
||||
} else if (code == QUADRATIC_VERTEX) {
|
||||
i += 2;
|
||||
} else if (code == CURVE_VERTEX) {
|
||||
i++;
|
||||
} else {
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// -----------------------------------------------------------------
|
||||
//
|
||||
// Normal calculation
|
||||
@@ -8623,8 +8399,6 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
} else {
|
||||
addVertex(a, b, VERTEX, false);
|
||||
}
|
||||
|
||||
// if (stroke) addPolygonEdges(true);
|
||||
}
|
||||
|
||||
void addEllipse(float x, float y, float w, float h,
|
||||
@@ -12200,17 +11974,6 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
}
|
||||
if (stroke) addStrokeVertex(x1, y1, z1, strokeColor, strokeWeight);
|
||||
}
|
||||
|
||||
/*
|
||||
float x1 = getLastVertexX();
|
||||
float y1 = getLastVertexY();
|
||||
float z1 = getLastVertexZ();
|
||||
addBezierVertex(
|
||||
x1 + ((cx-x1)*2/3.0f), y1 + ((cy-y1)*2/3.0f), z1 + ((cz-z1)*2/3.0f),
|
||||
x3 + ((cx-x3)*2/3.0f), y3 + ((cy-y3)*2/3.0f), z3 + ((cz-z3)*2/3.0f),
|
||||
x3, y3, z3,
|
||||
fill, stroke, detail, code, shape);
|
||||
*/
|
||||
}
|
||||
|
||||
void addCurveVertex(int i) {
|
||||
|
||||
Reference in New Issue
Block a user