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Remove Overlays.findRayIntersectionVector() from JavaScript API
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1 changed files with 5 additions and 22 deletions
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@ -98,6 +98,11 @@ public:
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OverlayID addOverlay(Overlay* overlay) { return addOverlay(Overlay::Pointer(overlay)); }
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OverlayID addOverlay(const Overlay::Pointer& overlay);
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RayToOverlayIntersectionResult findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
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const QVector<OverlayID>& overlaysToInclude,
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const QVector<OverlayID>& overlaysToDiscard,
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bool visibleOnly = false, bool collidableOnly = false);
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bool mousePressEvent(QMouseEvent* event);
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bool mouseDoublePressEvent(QMouseEvent* event);
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bool mouseReleaseEvent(QMouseEvent* event);
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@ -347,28 +352,6 @@ public slots:
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bool visibleOnly = false,
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bool collidableOnly = false);
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// TODO: Apart from the name, this function signature on JavaScript is identical to that of findRayIntersection() and should
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// probably be removed from the JavaScript API so as not to cause confusion.
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/**jsdoc
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* Find the closest 3D overlay intersected by a {@link PickRay}.
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* @function Overlays.findRayIntersectionVector
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* @deprecated Use {@link Overlays.findRayIntersection} instead; it has identical parameters and results.
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* @param {PickRay} pickRay - The PickRay to use for finding overlays.
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* @param {boolean} [precisionPicking=false] - <em>Unused</em>; exists to match Entity API.
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* @param {Array.<Uuid>} [overlayIDsToInclude=[]] - Whitelist for intersection test. If empty then the result isn't limited
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* to overlays in the list.
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* @param {Array.<Uuid>} [overlayIDsToExclude=[]] - Blacklist for intersection test. If empty then the result doesn't
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* exclude overlays in the list.
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* @param {boolean} [visibleOnly=false] - <em>Unused</em>; exists to match Entity API.
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* @param {boolean} [collidableOnly=false] - <em>Unused</em>; exists to match Entity API.
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* @returns {Overlays.RayToOverlayIntersectionResult} The closest 3D overlay intersected by <code>pickRay</code>, taking
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* into account <code>overlayIDsToInclude</code> and <code>overlayIDsToExclude</code> if they're not empty.
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*/
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RayToOverlayIntersectionResult findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
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const QVector<OverlayID>& overlaysToInclude,
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const QVector<OverlayID>& overlaysToDiscard,
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bool visibleOnly = false, bool collidableOnly = false);
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/**jsdoc
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* Return a list of 3D overlays with bounding boxes that touch a search sphere.
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* @function Overlays.findOverlays
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