Example #1
0
void DragManipulator::testSelect(const View& view, const Matrix4& pivot2world) {
    SelectionPool selector;

    SelectionVolume test(view);

    if (GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive) {
        BooleanSelector booleanSelector;

        Scene_TestSelect_Primitive(booleanSelector, test, view);

        if (booleanSelector.isSelected()) {
            selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
            _selected = false;
        } else {
            _selected = Scene_forEachPlaneSelectable_selectPlanes(GlobalSceneGraph(), selector, test);
        }
    }
    // Check for entities that can be selected
    else if (GlobalSelectionSystem().Mode() == SelectionSystem::eEntity) {
        // Create a boolean selection pool (can have exactly one selectable or none)
        BooleanSelector booleanSelector;

        // Find the visible entities
        Scene_forEachVisible(GlobalSceneGraph(), view, testselect_entity_visible(booleanSelector, test));

        // Check, if an entity could be found
        if (booleanSelector.isSelected()) {
            selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
            _selected = false;
        }
    } else {
        BestSelector bestSelector;
        Scene_TestSelect_Component_Selected(bestSelector, test, view, GlobalSelectionSystem().ComponentMode());
        for (std::list<Selectable*>::iterator i = bestSelector.best().begin(); i != bestSelector.best().end(); ++i) {
            if (!(*i)->isSelected()) {
                GlobalSelectionSystem().setSelectedAllComponents(false);
            }
            _selected = false;
            selector.addSelectable(SelectionIntersection(0, 0), (*i));
            _dragSelectable.setSelected(true);
        }
    }

    for (SelectionPool::iterator i = selector.begin(); i != selector.end(); ++i) {
        (*i).second->setSelected(true);
    }
}
void DragManipulator::testSelect(const render::View& view, const Matrix4& pivot2world)
{
    SelectionPool selector;

    SelectionVolume test(view);

    if (GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive)
	{
		// Find all entities
		BooleanSelector entitySelector;

		EntitySelector selectionTester(entitySelector, test);
		GlobalSceneGraph().foreachVisibleNodeInVolume(view, selectionTester);

    	if (entitySelector.isSelected())
		{
			// Found a selectable entity
			selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
			_selected = false;
		}
		else
		{
			// Find all primitives that are selectable
			BooleanSelector primitiveSelector;

			PrimitiveSelector primitiveTester(primitiveSelector, test);
			GlobalSceneGraph().foreachVisibleNodeInVolume(view, primitiveTester);

			if (primitiveSelector.isSelected())	
			{
				// Found a selectable primitive
				selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
				_selected = false;
			}
			else
			{
				// Entities and worldspawn primitives failed, so check for group children too
				// Find all group child primitives that are selectable
				BooleanSelector childPrimitiveSelector;

				GroupChildPrimitiveSelector childPrimitiveTester(childPrimitiveSelector, test);
				GlobalSceneGraph().foreachVisibleNodeInVolume(view, childPrimitiveTester);

				if (childPrimitiveSelector.isSelected())	
				{
					// Found a selectable group child primitive
					selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
					_selected = false;
				}
				else
				{
					// all direct hits failed, check for drag-selectable faces
					_selected = Scene_forEachPlaneSelectable_selectPlanes(selector, test);
				}
			}
		}
	}
	else if (GlobalSelectionSystem().Mode() == SelectionSystem::eGroupPart)
    {
    	// Find all primitives that are selectable
		BooleanSelector booleanSelector;

		GroupChildPrimitiveSelector childPrimitiveTester(booleanSelector, test);
		GlobalSceneGraph().foreachVisibleNodeInVolume(view, childPrimitiveTester);

		if (booleanSelector.isSelected())
		{
			// Found a selectable primitive
			selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
			_selected = false;
		}
		else
		{
			// Check for selectable faces
			_selected = Scene_forEachPlaneSelectable_selectPlanes(selector, test);
		}
    }
    // Check for entities that can be selected
    else if (GlobalSelectionSystem().Mode() == SelectionSystem::eEntity)
	{
    	// Create a boolean selection pool (can have exactly one selectable or none)
		BooleanSelector booleanSelector;

		// Find the visible entities
		EntitySelector selectionTester(booleanSelector, test);
		GlobalSceneGraph().foreachVisibleNodeInVolume(view, selectionTester);

		// Check, if an entity could be found
      	if (booleanSelector.isSelected()) {
        	selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
        	_selected = false;
		}
    }
    else
    {
		BestSelector bestSelector;

		ComponentSelector selectionTester(bestSelector, test, GlobalSelectionSystem().ComponentMode());
		GlobalSelectionSystem().foreachSelected(selectionTester);

		for (std::list<Selectable*>::iterator i = bestSelector.best().begin();
			 i != bestSelector.best().end(); ++i)
		{
			// greebo: Disabled this, it caused the currently selected patch vertices being deselected.
			if (registry::getValue<bool>(RKEY_TRANSIENT_COMPONENT_SELECTION))
			{
				if (!(*i)->isSelected())
				{
					GlobalSelectionSystem().setSelectedAllComponents(false);
				}
			}

			_selected = false;
			selector.addSelectable(SelectionIntersection(0, 0), (*i));
			_dragSelectable.setSelected(true);
		}
	}

	for (SelectionPool::iterator i = selector.begin(); i != selector.end(); ++i)
	{
		i->second->setSelected(true);
	}
}