robust algorithm for indirect Brush faces selection
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@@ -229,6 +229,7 @@ virtual void BeginMesh( const Matrix4& localToWorld, bool twoSided = false ) = 0
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virtual const VolumeTest& getVolume() const = 0;
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virtual const Vector3& getNear() const = 0;
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virtual const Vector3& getFar() const = 0;
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virtual const Matrix4& getScreen2world() const = 0;
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virtual void TestPoint( const Vector3& point, SelectionIntersection& best ) = 0;
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virtual void TestPolygon( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best, const DoubleVector3 planepoints[3] ) = 0;
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virtual void TestLineLoop( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ) = 0;
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