* fix alt + m1 indirect faces picking, when object is partially or fully out of camera view

refactor math functions
This commit is contained in:
Garux
2019-04-28 20:54:29 +03:00
parent b9a43074f0
commit 71c63fbdc6
12 changed files with 218 additions and 287 deletions
+2 -2
View File
@@ -1873,10 +1873,10 @@ void bestPlaneDirect( SelectionTest& test, Plane3& plane, SelectionIntersection&
m_dragPlanes.bestPlaneDirect( m_contained.aabb(), test, plane, intersection, rotation() );
}
}
void bestPlaneIndirect( SelectionTest& test, Plane3& plane, Vector3& intersection, float& dist, const Vector3& viewer ){
void bestPlaneIndirect( SelectionTest& test, Plane3& plane, Vector3& intersection, float& dist ){
if ( g_lightType == LIGHTTYPE_DOOM3 ) {
test.BeginMesh( localToWorld() );
m_dragPlanes.bestPlaneIndirect( m_contained.aabb(), test, plane, intersection, dist, viewer, rotation() );
m_dragPlanes.bestPlaneIndirect( m_contained.aabb(), test, plane, intersection, dist, rotation() );
}
}
void selectByPlane( const Plane3& plane ){