cur_route(0),
cur_zone(0),
mode(SELECT),
+ sel_wrap(selection),
manipulator(*this, mouse, selection),
measure(*this)
{
statusbar->add(*lbl_status);
lbl_status->set_geometry(GLtk::Geometry(20, 2, 300, 16));
- track_wrap = new TrackWrap(*layout_3d, selection);
- pipeline->add_renderable_for_pass(*track_wrap, "unlit");
+ pipeline->add_renderable_for_pass(sel_wrap, "unlit");
overlay = new Overlay3D(ui_res.get_default_font());
pipeline->add_renderable_for_pass(*overlay, "overlay");
pipeline->add_renderable_for_pass(measure, "unlit");
for(vector<Toolbar *>::iterator i=toolbars.begin(); i!=toolbars.end(); ++i)
delete *i;
delete camera_ctl;
- delete track_wrap;
delete overlay;
delete main_view;
delete base_object;
const GL::Vector3 &cpos = view.get_camera().get_position();
GL::Vector4 cray = view.get_camera().unproject(GL::Vector4(pointer.x, pointer.y, 0, 0));
- return view.get_layout().get_layout().pick_object(Vector(cpos.x, cpos.y, cpos.z), Vector(cray.x, cray.y, cray.z));
+ return view.get_layout().get_layout().pick_object(Ray(cpos, Vector(cray)));
}
void Designer::update_track_icon(Track3D &track)