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hook up overlaysToDiscard and overlaysToInclude in Overlays::findRayIntersection
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1 changed files with 8 additions and 2 deletions
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@ -412,13 +412,19 @@ RayToOverlayIntersectionResult Overlays::findRayIntersection(const PickRay& ray,
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i.previous();
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OverlayID thisID = i.key();
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auto thisOverlay = std::dynamic_pointer_cast<Base3DOverlay>(i.value());
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if ((overlaysToDiscard.size() > 0 && overlaysToDiscard.contains(thisID)) ||
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(overlaysToInclude.size() > 0 && !overlaysToInclude.contains(thisID))) {
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continue;
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}
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if (thisOverlay && thisOverlay->getVisible() && !thisOverlay->getIgnoreRayIntersection() && thisOverlay->isLoaded()) {
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float thisDistance;
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BoxFace thisFace;
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glm::vec3 thisSurfaceNormal;
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QString thisExtraInfo;
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if (thisOverlay->findRayIntersectionExtraInfo(ray.origin, ray.direction, thisDistance,
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thisFace, thisSurfaceNormal, thisExtraInfo)) {
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if (thisOverlay->findRayIntersectionExtraInfo(ray.origin, ray.direction, thisDistance,
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thisFace, thisSurfaceNormal, thisExtraInfo)) {
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bool isDrawInFront = thisOverlay->getDrawInFront();
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if (thisDistance < bestDistance && (!bestIsFront || isDrawInFront)) {
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bestIsFront = isDrawInFront;
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