filter mouse interaction by interaction mask

sceneinput
Marc Zinnschlag 9 years ago
parent 71247a0186
commit 72bb33c2c4

@ -463,18 +463,27 @@ void CSVRender::WorldspaceWidget::mousePressEvent (QMouseEvent *event)
for (std::vector<osg::Node*>::iterator it = intersection.nodePath.begin(); it != intersection.nodePath.end(); ++it)
{
osg::Node* node = *it;
if (CSVRender::ObjectTag* holder = dynamic_cast<CSVRender::ObjectTag *>(node->getUserData()))
if (CSVRender::TagBase* tag = dynamic_cast<CSVRender::TagBase *>(node->getUserData()))
{
if (!(tag->getElement() && mInteractionMask))
break; // not interested -> continue looking
// hit something marked with a tag
if (CSVRender::ObjectTag *objectTag = dynamic_cast<CSVRender::ObjectTag *> (tag))
{
// hit an Object, toggle its selection state
CSVRender::Object* obj = holder->mObject;
obj->setSelected(!obj->getSelected());
CSVRender::Object* object = objectTag->mObject;
object->setSelected (!object->getSelected());
}
return;
}
}
// ignoring terrain for now
// must be terrain, report coordinates
std::cout << "Terrain hit at " << intersection.getWorldIntersectPoint().x() << " " << intersection.getWorldIntersectPoint().y() << std::endl;
return;
// std::cout << "Terrain hit at " << intersection.getWorldIntersectPoint().x() << " " << intersection.getWorldIntersectPoint().y() << std::endl;
// return;
}
}

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