fixed colorpicking selection for units in front of trees ( flying units above forests for example )

This commit is contained in:
Titus Tscharntke 2013-04-24 23:06:11 +00:00
parent b5aeb02d22
commit c8b6a9f410
1 changed files with 47 additions and 28 deletions

View File

@ -6985,13 +6985,6 @@ void Renderer::selectUsingColorPicking(Selection::UnitContainer &units,
vector<Unit *> rendererUnits = renderUnitsFast(false, true);
//printf("In [%s::%s] Line: %d rendererUnits = %d\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,rendererUnits.size());
vector<Object *> rendererObjects;
if(withObjectSelection == true) {
rendererObjects = renderObjectsFast(false,true,true);
}
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Added this to ensure all the selection calls are done now
// (see http://www.unknownroad.com/rtfm/graphics/glselection.html section: [0x4])
@ -7001,16 +6994,15 @@ void Renderer::selectUsingColorPicking(Selection::UnitContainer &units,
PixelBufferWrapper::end();
vector<BaseColorPickEntity *> rendererModels;
vector<BaseColorPickEntity *> unitsVector;
bool unitFound=false;
if(rendererUnits.empty() == false) {
copy(rendererUnits.begin(), rendererUnits.end(), std::inserter(rendererModels, rendererModels.begin()));
}
if(rendererObjects.empty() == false) {
copy(rendererObjects.begin(), rendererObjects.end(), std::inserter(rendererModels, rendererModels.begin()));
copy(rendererUnits.begin(), rendererUnits.end(), std::inserter(unitsVector, unitsVector.begin()));
}
if(rendererModels.empty() == false) {
vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
if(unitsVector.empty() == false) {
vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, unitsVector);
//printf("In [%s::%s] Line: %d pickedList = %d models rendered = %d\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,pickedList.size(),rendererModels.size());
if(pickedList.empty() == false) {
@ -7019,28 +7011,55 @@ void Renderer::selectUsingColorPicking(Selection::UnitContainer &units,
int index = pickedList[i];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d units = %d objects = %d\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,i,index,rendererUnits.size(),rendererObjects.size());
if(rendererObjects.empty() == false && index < rendererObjects.size()) {
Object *object = rendererObjects[index];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d [%p]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,i,index,object);
if(object != NULL) {
obj = object;
if(withObjectSelection == true) {
//printf("In [%s::%s] Line: %d found selected object [%p]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,obj);
return;
}
}
}
else {
index -= rendererObjects.size();
if(rendererUnits.empty() == false && index < rendererUnits.size()) {
Unit *unit = rendererUnits[index];
if(unit != NULL && unit->isAlive()) {
unitFound=true;
units.push_back(unit);
}
}
}
}
}
if(withObjectSelection == true && unitFound==false) {
vector<Object *> rendererObjects;
vector<BaseColorPickEntity *> objectsVector;
rendererObjects = renderObjectsFast(false,true,true);
if(rendererObjects.empty() == false) {
copy(rendererObjects.begin(), rendererObjects.end(), std::inserter(objectsVector, objectsVector.begin()));
}
if(objectsVector.empty() == false) {
vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, objectsVector);
//printf("In [%s::%s] Line: %d pickedList = %d models rendered = %d\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,pickedList.size(),rendererModels.size());
if(pickedList.empty() == false) {
units.reserve(pickedList.size());
for(unsigned int i = 0; i < pickedList.size(); ++i) {
int index = pickedList[i];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d units = %d objects = %d\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,i,index,rendererUnits.size(),rendererObjects.size());
if(rendererObjects.empty() == false && index < rendererObjects.size()) {
Object *object = rendererObjects[index];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d [%p]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,i,index,object);
if(object != NULL) {
obj = object;
if(withObjectSelection == true) {
//printf("In [%s::%s] Line: %d found selected object [%p]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,obj);
break;
}
}
}
}
}
}
}
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
// ==================== shadows ====================