// selectObject // detect list objs at rect void CDocument::selectObject( int x, int y, int w, int h, bool isControlHold ) { IView *pView = getIView(); ISceneManager *smgr = pView->getSceneMgr(); ICameraSceneNode *camera = smgr->getActiveCamera(); // if no camera if ( camera == NULL ) return; const SViewFrustum* viewFrustum = camera->getViewFrustum(); ISceneCollisionManager *collMan = smgr->getSceneCollisionManager(); int screenX = -1, screenY = -1; ArrayZoneIter iZone = m_zones.begin(), iEnd = m_zones.end(); while ( iZone != iEnd ) { ArrayGameObject* listObj = (*iZone)->getChilds(); ArrayGameObjectIter iObj = listObj->begin(), objEnd = listObj->end(); ISceneNode *pNode = NULL; while ( iObj != objEnd ) { CGameObject *pGameObj = (CGameObject*)(*iObj); pNode = pGameObj->getSceneNode(); if ( pNode != NULL && pGameObj->isVisible() ) { core::vector3df center = pGameObj->getPosition(); // check object is in frustum if ( viewFrustum->getBoundingBox().isPointInside( center ) ) { if ( pView->getScreenCoordinatesFrom3DPosition( center, &screenX, &screenY ) ) { if ( x <= screenX && screenX <= x + w && y <= screenY && screenY <= y + h ) { if ( isControlHold == false || pGameObj->getObjectState() == CGameObject::Normal ) m_selectObjects.push_back( pGameObj ); } // inselect } // getScreenCoordinatesFrom3DPosition } // frustum } iObj++; } iZone++; } }
// selectObject // detect list objs at mouse xy void CDocument::selectObject( int mouseX, int mouseY, bool isControlHold ) { ISceneManager *smgr = getIView()->getSceneMgr(); ICameraSceneNode *camera = smgr->getActiveCamera(); // if no camera if ( camera == NULL ) return; ISceneCollisionManager *collMan = smgr->getSceneCollisionManager(); // get select ray core::line3df selectRay = getIView()->getSelectRay(); // check hit test core::vector3df intersection; core::triangle3df hitTriangle; // check select ISceneNode *selectedSceneNode = collMan->getSceneNodeAndCollisionPointFromRay ( selectRay, intersection, hitTriangle ); if ( selectedSceneNode ) { CGameObject *pObj = searchObject( selectedSceneNode->getID() ); // try find parent while ( pObj == NULL ) { selectedSceneNode = selectedSceneNode->getParent(); if ( selectedSceneNode == NULL ) break; pObj = searchObject( selectedSceneNode->getID() ); } // add to select list if ( pObj && pObj->isVisible() ) { if ( isControlHold == false || pObj->getObjectState() == CGameObject::Normal ) m_selectObjects.push_back( pObj ); else { pObj->setObjectState( CGameObject::Normal ); ArrayGameObjectIter i = m_selectObjects.begin(), iEnd = m_selectObjects.end(); while ( i != iEnd ) { if ( (*i) == pObj ) { m_selectObjects.erase( i ); break; } i++; } } } } }