Cleanup dead code and stale TODOs.
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@ -254,47 +254,6 @@ SFVEC3F BBOX_3D::Offset( const SFVEC3F& p ) const
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}
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/// @todo Why are we keeping both implementations of Intersect()?
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// Intersection code based on the book:
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// "Physical Based Ray Tracing" (by Matt Pharr and Greg Humphrey)
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// https://github.com/mmp/pbrt-v2/blob/master/src/core/geometry.cpp#L68
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#if 0
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bool BBOX_3D::Intersect( const RAY& aRay, float* aOutHitt0, float* aOutHitt1 ) const
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{
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float t0 = 0.0f;
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float t1 = FLT_MAX;
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for( unsigned int i = 0; i < 3; ++i )
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{
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// Update interval for _i_th bounding box slab
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float tNear = ( m_min[i] - aRay.m_Origin[i] ) * aRay.m_InvDir[i];
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float tFar = ( m_max[i] - aRay.m_Origin[i] ) * aRay.m_InvDir[i];
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// Update parametric interval from slab intersection
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if( tNear > tFar )
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{
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// Swap
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float ftemp = tNear;
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tNear = tFar;
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tFar = ftemp;
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}
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t0 = tNear > t0 ? tNear : t0;
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t1 = tFar < t1 ? tFar : t1;
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if( t0 > t1 )
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return false;
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}
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if( aOutHitt0 )
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*aOutHitt0 = t0;
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if( aOutHitt1 )
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*aOutHitt1 = t1;
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return true;
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}
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#else
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// https://github.com/mmp/pbrt-v2/blob/master/src/accelerators/bvh.cpp#L126
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bool BBOX_3D::Intersect( const RAY& aRay, float* aOutHitt0, float* aOutHitt1 ) const
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{
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@ -332,7 +291,6 @@ bool BBOX_3D::Intersect( const RAY& aRay, float* aOutHitt0, float* aOutHitt1 ) c
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return true;
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}
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#endif
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void BBOX_3D::ApplyTransformation( glm::mat4 aTransformMatrix )
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@ -349,22 +307,3 @@ void BBOX_3D::ApplyTransformation( glm::mat4 aTransformMatrix )
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}
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void BBOX_3D::ApplyTransformationAA( glm::mat4 aTransformMatrix )
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{
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wxASSERT( IsInitialized() );
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// apply the transformation matrix for each of vertices of the bounding box
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// and make a union with all vertices
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BBOX_3D tmpBBox = BBOX_3D(
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SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) ) );
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tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_min.z, 1.0f ) ) );
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tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_min.z, 1.0f ) ) );
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tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_max.z, 1.0f ) ) );
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tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_max.z, 1.0f ) ) );
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tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_min.z, 1.0f ) ) );
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tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_max.z, 1.0f ) ) );
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tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) ) );
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m_min = tmpBBox.m_min;
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m_max = tmpBBox.m_max;
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}
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@ -132,14 +132,6 @@ public:
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*/
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void ApplyTransformation( glm::mat4 aTransformMatrix );
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/**
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* Apply a transformation matrix to the box points and recalculate it
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* to fit an axis aligned bounding box.
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*
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* @param aTransformMatrix matrix to apply to the points of the bounding box.
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*/
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void ApplyTransformationAA( glm::mat4 aTransformMatrix );
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/**
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* Calculate the volume of a bounding box.
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*
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@ -811,9 +811,6 @@ void DXF_PLOTTER::FlashRegularPolygon( const wxPoint& aShapePos, int aRadius, in
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/**
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* Check if a given string contains non-ASCII characters.
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*
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* @fixme The performance of this code is really poor, but in this case it can be
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* acceptable because the plot operation is not called very often.
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*
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* @param string String to check.
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* @return true if it contains some non-ASCII character, false if all characters are
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* inside ASCII range (<=255).
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@ -823,6 +820,7 @@ bool containsNonAsciiChars( const wxString& string )
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for( unsigned i = 0; i < string.length(); i++ )
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{
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wchar_t ch = string[i];
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if( ch > 255 )
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return true;
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}
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@ -1080,27 +1080,6 @@ EDEVICE_SET::EDEVICE_SET( wxXmlNode* aDeviceSet )
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name = parseRequiredAttribute<wxString>( aDeviceSet, "name" );
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prefix = parseOptionalAttribute<wxString>( aDeviceSet, "prefix" );
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uservalue = parseOptionalAttribute<bool>( aDeviceSet, "uservalue" );
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/* Russell: Parsing of devices and gates moved to sch_eagle_plugin.cpp
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*
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//TODO: description
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NODE_MAP aDeviceSetChildren = MapChildren(aDeviceSet);
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wxXmlNode* deviceNode = getChildrenNodes(aDeviceSetChildren, "device");
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while(deviceNode){
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devices.push_back(EDEVICE(deviceNode));
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deviceNode->GetNext();
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}
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wxXmlNode* gateNode = getChildrenNodes(aDeviceSetChildren, "gate");
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while(gateNode){
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gates.push_back(EGATE(gateNode));
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gateNode->GetNext();
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}
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*/
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}
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