]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/layout.cpp
Use raycasting instead of OpenGL selection mode to pick tracks
[r2c2.git] / source / 3d / layout.cpp
index 5f015766f6367ad53ae108d379cad9ab0c94861c..0a9ee2d2b4c5362888c7d9996ef965e91f2da3a5 100644 (file)
@@ -1,18 +1,10 @@
 /* $Id$
 
 This file is part of R²C²
-Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
+Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
 Distributed under the GPL
 */
 
-#include <algorithm>
-#include <limits>
-#include <msp/gl/clip.h>
-#include <msp/gl/matrix.h>
-#include <msp/gl/rendermode.h>
-#include <msp/gl/select.h>
-#include <msp/gl/texture.h>
-#include <msp/datafile/parser.h>
 #include "layout.h"
 #include "track.h"
 #include "vehicle.h"
@@ -66,42 +58,6 @@ Track3D &Layout3D::get_track(Track &t) const
        return *i->second;
 }
 
-Track3D *Layout3D::pick_track(float x, float y, float size) const
-{
-       vector<GL::SelectRecord> select_buf;
-       GL::select_buffer(select_buf);
-       GL::render_mode(GL::SELECT);
-
-       {
-               GL::PushMatrix push_mat;
-               GL::load_identity();
-
-               GL::ClipPlane(1, 0, x-size, 0).apply_to(0);
-               GL::ClipPlane(-1, 0, -x-size, 0).apply_to(1);
-               GL::ClipPlane(0, 1, y-size, 0).apply_to(2);
-               GL::ClipPlane(0, -1, -y-size, 0).apply_to(3);
-       }
-
-       scene.render(0);
-
-       GL::ClipPlane::disable(0);
-       GL::ClipPlane::disable(1);
-       GL::ClipPlane::disable(2);
-       GL::ClipPlane::disable(3);
-
-       GL::render_mode(GL::RENDER);
-       Track3D *track = 0;
-       unsigned track_depth = numeric_limits<unsigned>::max();
-       for(vector<GL::SelectRecord>::iterator i=select_buf.begin(); i!=select_buf.end(); ++i)
-               if(i->min_depth<track_depth && !i->names.empty())
-               {
-                       track = reinterpret_cast<Track3D *>(i->names.back());
-                       track_depth = i->min_depth;
-               }
-
-       return track;
-}
-
 void Layout3D::add_vehicle(Vehicle3D &v)
 {
        if(vehicles.count(&v.get_vehicle()))