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Diffstat (limited to 'drawinglayer/source/processor2d/hittestprocessor2d.cxx')
-rw-r--r--drawinglayer/source/processor2d/hittestprocessor2d.cxx41
1 files changed, 0 insertions, 41 deletions
diff --git a/drawinglayer/source/processor2d/hittestprocessor2d.cxx b/drawinglayer/source/processor2d/hittestprocessor2d.cxx
index 9d7bb4bc247d..4e59773a9cb0 100644
--- a/drawinglayer/source/processor2d/hittestprocessor2d.cxx
+++ b/drawinglayer/source/processor2d/hittestprocessor2d.cxx
@@ -213,21 +213,6 @@ namespace drawinglayer
}
}
- // This is needed to check hit with 3D shadows, too. HitTest is without shadow
- // to keep compatible with previous versions. Keeping here as reference
- //
- // if(!getHit())
- // {
- // // if scene has shadow, check hit with shadow, too
- // const primitive2d::Primitive2DSequence xExtracted2DSceneShadow(rCandidate.getShadow2D(getViewInformation2D()));
- //
- // if(xExtracted2DSceneShadow.hasElements())
- // {
- // // process extracted 2D content
- // process(xExtracted2DSceneShadow);
- // }
- // }
-
if(!getHit())
{
// empty 3D scene; Check for border hit
@@ -236,32 +221,6 @@ namespace drawinglayer
mbHit = checkHairlineHitWithTolerance(aOutline, getDiscreteHitTolerance());
}
-
- // This is what the previous version did. Keeping it here for reference
- //
- // // 2D Scene primitive containing 3D stuff; extract 2D contour in world coordinates
- // // This may be refined later to an own 3D HitTest renderer which processes the 3D
- // // geometry directly
- // const primitive2d::ScenePrimitive2D& rScenePrimitive2DCandidate(static_cast< const primitive2d::ScenePrimitive2D& >(rCandidate));
- // const primitive2d::Primitive2DSequence xExtracted2DSceneGeometry(rScenePrimitive2DCandidate.getGeometry2D());
- // const primitive2d::Primitive2DSequence xExtracted2DSceneShadow(rScenePrimitive2DCandidate.getShadow2D(getViewInformation2D()));
- //
- // if(xExtracted2DSceneGeometry.hasElements() || xExtracted2DSceneShadow.hasElements())
- // {
- // // process extracted 2D content
- // process(xExtracted2DSceneGeometry);
- // process(xExtracted2DSceneShadow);
- // }
- // else
- // {
- // // empty 3D scene; Check for border hit
- // const basegfx::B2DRange aRange(rCandidate.getB2DRange(getViewInformation2D()));
- // if(!aRange.isEmpty())
- // {
- // const basegfx::B2DPolygon aOutline(basegfx::tools::createPolygonFromRect(aRange));
- // mbHit = checkHairlineHitWithTolerance(aOutline, getDiscreteHitTolerance());
- // }
- // }
}
}