Beispiel #1
0
	bool pre(const scene::INodePtr& node) {
		// Don't traverse hidden nodes
		if (!node->visible()) {
			return false;
		}
		
		SelectablePtr selectable = Node_getSelectable(node);

		// ignore worldspawn
		Entity* entity = Node_getEntity(node);
		if (entity != NULL) {
			if (entity->getKeyValue("classname") == "worldspawn") {
				return true;
			}
		}
    
    	bool selected = false;
    
		if (selectable != NULL && node->getParent() != NULL && !node->isRoot()) {
			for (std::size_t i = 0; i < _count; ++i) {
				// Check if the selectable passes the AABB test
				if (policy.evaluate(_aabbs[i], node)) {
					selectable->setSelected(true);
					selected = true;
					break;
				}
			}
		}
	
		// Only traverse the children of this node, if the node itself couldn't be selected
		return !selected;
	}
Beispiel #2
0
		bool pre(const scene::INodePtr& node) {
			SelectablePtr selectable = Node_getSelectable(node);

			// If a visible selectable was found and the path depth is appropriate, add it
			if (selectable != NULL && node->visible()) {
				_targetList.push_back(node);
			}

			return true;
		}
Beispiel #3
0
	bool pre(const scene::INodePtr& node)
	{
		// Ignore hidden nodes
		if (!node->visible()) return false;

		Entity* entity = Node_getEntity(node);

		// Check if we have a selectable
		SelectablePtr selectable = Node_getSelectable(node);

		if (selectable != NULL)
		{
			switch (_mode)
			{
				case SelectionSystem::eEntity:
					if (entity != NULL && entity->getKeyValue("classname") != "worldspawn")
					{
						_selectable = selectable;
					}
					break;
				case SelectionSystem::ePrimitive:
					_selectable = selectable;
					break;
				case SelectionSystem::eComponent:
					// Check if we have a componentselectiontestable instance
					ComponentSelectionTestablePtr compSelTestable = 
						Node_getComponentSelectionTestable(node);

					// Only add it to the list if the instance has components and is already selected
					if (compSelTestable != NULL && selectable->isSelected())
					{
						_selectable = selectable;
					}
					break;
			}
		}
		
		// Do we have a groupnode? If yes, don't traverse the children
		if (entity != NULL && node_is_group(node) && 
			entity->getKeyValue("classname") != "worldspawn") 
		{
			// Don't traverse the children of this groupnode
			return false;
		}

		return true;
	}