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Clean up code for planet radius and bounding sphere calculation (#289)
- Remove some power scaled coordaintes. - Remove spice dependency from sphere geometry. - Remove dead code.
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@@ -49,15 +49,13 @@ RenderableDebugPlane::RenderableDebugPlane(const ghoul::Dictionary& dictionary)
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: Renderable(dictionary)
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, _texture("texture", "Texture", -1, -1, 255)
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, _billboard("billboard", "Billboard", false)
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, _size("size", "Size", glm::vec2(1,1), glm::vec2(0.f), glm::vec2(1.f, 25.f))
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, _size("size", "Size", 10, 0, std::pow(10, 25))
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, _origin(Origin::Center)
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, _shader(nullptr)
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, _quad(0)
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, _vertexPositionBuffer(0)
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{
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glm::vec2 size;
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dictionary.getValue("Size", size);
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_size = size;
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dictionary.getValue("Size", _size);
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if (dictionary.hasKey("Name")){
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dictionary.getValue("Name", _nodeName);
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@@ -104,7 +102,7 @@ RenderableDebugPlane::RenderableDebugPlane(const ghoul::Dictionary& dictionary)
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addProperty(_size);
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_size.onChange([this](){ _planeIsDirty = true; });
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setBoundingSphere(_size.value());
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setBoundingSphere(_size);
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}
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RenderableDebugPlane::~RenderableDebugPlane() {
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@@ -189,16 +187,16 @@ void RenderableDebugPlane::createPlane() {
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// ============================
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// GEOMETRY (quad)
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// ============================
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const GLfloat size = _size.value()[0];
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const GLfloat w = _size.value()[1];
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const GLfloat size = _size;
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const GLfloat vertex_data[] = {
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// x y z w s t
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-size, -size, 0.f, w, 0.f, 0.f,
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size, size, 0.f, w, 1.f, 1.f,
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-size, size, 0.f, w, 0.f, 1.f,
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-size, -size, 0.f, w, 0.f, 0.f,
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size, -size, 0.f, w, 1.f, 0.f,
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size, size, 0.f, w, 1.f, 1.f,
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-size, -size, 0.f, 0.f, 0.f, 0.f,
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size, size, 0.f, 0.f, 1.f, 1.f,
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-size, size, 0.f, 0.f, 0.f, 1.f,
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-size, -size, 0.f, 0.f, 0.f, 0.f,
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size, -size, 0.f, 0.f, 1.f, 0.f,
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size, size, 0.f, 0.f, 1.f, 1.f,
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};
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glBindVertexArray(_quad); // bind array
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@@ -28,7 +28,6 @@
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#include <openspace/rendering/renderable.h>
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#include <openspace/properties/stringproperty.h>
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#include <openspace/properties/vector/vec2property.h>
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#include <openspace/util/updatestructures.h>
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namespace ghoul {
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@@ -67,7 +66,7 @@ private:
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properties::IntProperty _texture;
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properties::BoolProperty _billboard;
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properties::Vec2Property _size;
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properties::FloatProperty _size;
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Origin _origin;
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std::string _nodeName;
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