Revert "[Tizen] Exact planeclipping for actor's hit algorithm"
authortscholb <scholb.kim@samsung.com>
Mon, 1 Nov 2021 07:15:23 +0000 (16:15 +0900)
committertscholb <scholb.kim@samsung.com>
Mon, 1 Nov 2021 07:15:23 +0000 (16:15 +0900)
This reverts commit 60ff852dde6d7bdb368e85720154addbc60f9e74.

dali/internal/event/events/hit-test-algorithm-impl.cpp

index 397f2c5..1576efe 100644 (file)
@@ -193,13 +193,7 @@ HitActor HitTestWithinLayer(Actor&                                     actor,
       // Finally, perform a more accurate ray test to see if our ray actually hits the actor.
       if(rayTest.ActorTest(actor, rayOrigin, rayDir, hitPointLocal, distance))
       {
-        // Calculate z coordinate value in Camera Space.
-        const Matrix&  viewMatrix = renderTask.GetCameraActor()->GetViewMatrix();
-        const Vector4& hitDir = Vector4(rayDir.x * distance, rayDir.y * distance, rayDir.z * distance, 0.0f);
-        const float    cameraDepthDistance = (viewMatrix * hitDir).z;
-
-        // Check if cameraDepthDistance is between clipping plane
-        if(cameraDepthDistance >= nearClippingPlane && cameraDepthDistance <= farClippingPlane)
+        if(distance >= nearClippingPlane && distance <= farClippingPlane)
         {
           // If the hit has happened on a clipping actor, then add this clipping depth to the mask of hit clipping depths.
           // This mask shows all the actors that have been hit at different clipping depths.