Delete code which was only commented out

Signed-off-by: Yuriy Toporovskyy <toporovskyy.y@gmail.com>
This commit is contained in:
Yuriy Toporovskyy
2021-08-04 16:35:10 -04:00
parent 9d9ce7cc33
commit 590de17343
13 changed files with 11 additions and 299 deletions
+3 -51
View File
@@ -1524,33 +1524,6 @@ bool EditorViewportWidget::AddCameraMenuItems(QMenu* menu)
customCameraMenu->addAction(cameraAction);
}
// should this functionality be supported? You can already look through a camera entity
// in multiple different ways, and this additional method of doing so seems unneccessary and confusing
// (since it would select some arbitrary camera entity if there are multiple selected)
//action = customCameraMenu->addAction(tr("Look through entity"));
//bool areAnyEntitiesSelected = false;
//AzToolsFramework::ToolsApplicationRequestBus::BroadcastResult(areAnyEntitiesSelected, &AzToolsFramework::ToolsApplicationRequests::AreAnyEntitiesSelected);
//action->setCheckable(areAnyEntitiesSelected || m_viewSourceType == ViewSourceType::AZ_Entity);
//action->setEnabled(areAnyEntitiesSelected || m_viewSourceType == ViewSourceType::AZ_Entity);
//action->setChecked(m_viewSourceType == ViewSourceType::AZ_Entity);
//connect(action, &QAction::triggered, this, [this](bool isChecked)
// {
// if (isChecked)
// {
// AzToolsFramework::EntityIdList selectedEntityList;
// AzToolsFramework::ToolsApplicationRequests::Bus::BroadcastResult(selectedEntityList, &AzToolsFramework::ToolsApplicationRequests::GetSelectedEntities);
// if (selectedEntityList.size())
// {
// SetEntityAsCamera(*selectedEntityList.begin());
// }
// }
// else
// {
// SetDefaultCamera();
// }
// });
return true;
}
@@ -2212,14 +2185,10 @@ bool EditorViewportWidget::HitTest(const QPoint& point, HitContext& hitInfo)
}
//////////////////////////////////////////////////////////////////////////
bool EditorViewportWidget::IsBoundsVisible(const AABB& box) const
bool EditorViewportWidget::IsBoundsVisible(const AABB&) const
{
AZ_Assert(false, "Not supported");
(void)box;
return false;
// If at least part of bbox is visible then its visible.
//return m_Camera.IsAABBVisible_F(AABB(box.min, box.max));
}
//////////////////////////////////////////////////////////////////////////
@@ -2333,7 +2302,7 @@ float EditorViewportWidget::GetFOV() const
{
if (m_viewEntityId.IsValid())
{
float fov = 0.f; // AZ::RadToDeg(m_camFOV);
float fov = 0.f;
Camera::CameraRequestBus::EventResult(fov, m_viewEntityId, &Camera::CameraComponentRequests::GetFovRadians);
return fov;
}
@@ -2504,17 +2473,6 @@ void EditorViewportWidget::CycleCamera()
SetFirstComponentCamera();
break;
}
//case EditorViewportWidget::ViewSourceType::SequenceCamera:
//{
// AZ_Error("EditorViewportWidget", false, "Legacy cameras no longer exist, unable to set sequence camera.");
// break;
//}
//case EditorViewportWidget::ViewSourceType::LegacyCamera:
//{
// AZ_Warning("EditorViewportWidget", false, "Legacy cameras no longer exist, using first found component camera instead.");
// SetFirstComponentCamera();
// break;
//}
case EditorViewportWidget::ViewSourceType::CameraComponent:
{
AZ::EBusAggregateResults<AZ::EntityId> results;
@@ -2533,12 +2491,6 @@ void EditorViewportWidget::CycleCamera()
SetDefaultCamera();
break;
}
//case EditorViewportWidget::ViewSourceType::AZ_Entity:
//{
// // we may decide to have this iterate over just selected entities
// SetDefaultCamera();
// break;
//}
default:
{
SetDefaultCamera();
@@ -2889,7 +2841,7 @@ float EditorViewportSettings::AngleStep() const
AZ_CVAR_EXTERNED(bool, ed_previewGameInFullscreen_once);
bool EditorViewportWidget::ShouldPreviewFullscreen()
bool EditorViewportWidget::ShouldPreviewFullscreen() const
{
CLayoutWnd* layout = GetIEditor()->GetViewManager()->GetLayout();
if (!layout)