void SoBoxSelectionRenderAction::drawBoxes(SoPath * pathtothis, const SoPathList * pathlist) { int i; int thispos = ((SoFullPath *)pathtothis)->getLength()-1; assert(thispos >= 0); PRIVATE(this)->postprocpath->truncate(0); // reset for (i = 0; i < thispos; i++) PRIVATE(this)->postprocpath->append(pathtothis->getNode(i)); // we need to disable accumulation buffer antialiasing while // rendering selected objects int oldnumpasses = this->getNumPasses(); this->setNumPasses(1); SoState * thestate = this->getState(); thestate->push(); for (i = 0; i < pathlist->getLength(); i++) { SoFullPath * path = (SoFullPath *)(*pathlist)[i]; for (int j = 0; j < path->getLength(); j++) { PRIVATE(this)->postprocpath->append(path->getNode(j)); } // Previously SoGLRenderAction was used to draw the bounding boxes // of shapes in selection paths, by overriding renderstyle state // elements to lines drawstyle and simply doing: // // SoGLRenderAction::apply(PRIVATE(this)->postprocpath); // Bug // // This could have the unwanted side effect of rendering // non-selected shapes, as they could be part of the path (due to // being placed below SoGroup nodes (instead of SoSeparator // nodes)) up to the selected shape. // // // A better approach turned out to be to soup up and draw only the // bounding boxes of the selected shapes: PRIVATE(this)->updateBbox(PRIVATE(this)->postprocpath); // Remove temporary path from path buffer PRIVATE(this)->postprocpath->truncate(thispos); } this->setNumPasses(oldnumpasses); thestate->pop(); }
////////////////////////////////////////////////////////////////////////////// // // beginTraversal - have the base class render the passed scene graph, // then render highlights for our selection node. // void SoLineHighlightRenderAction::apply(SoNode *node) // ////////////////////////////////////////////////////////////////////////////// { // Render the scene SoGLRenderAction::apply(node); // Render the highlight? if (! hlVisible) return; // Add the rendering localRoot beneath our local scene graph localRoot // so that we can find a path from localRoot to the selection node // which is under the render root. localRoot->addChild(node); // Find the selection node under the local root static SoSearchAction *sa = NULL; if (sa == NULL) sa = new SoSearchAction; else sa->reset(); sa->setFind(SoSearchAction::TYPE); sa->setInterest(SoSearchAction::FIRST); sa->setType(SoSelection::getClassTypeId()); sa->apply(localRoot); SoPath *hlPath = sa->getPath(); if (hlPath != NULL) { hlPath = hlPath->copy(); hlPath->ref(); // Make sure something is selected SoSelection *sel = (SoSelection *) hlPath->getTail(); if (sel->getNumSelected() > 0) { // Keep the length from the root to the selection // as an optimization so we can reuse this data int reusablePathLength = hlPath->getLength(); // For each selection path, create a new path rooted under our localRoot for (int j = 0; j < sel->getNumSelected(); j++) { // Continue the path down to the selected object. // No need to deal with p[0] since that is the sel node. SoFullPath *p = (SoFullPath *) sel->getPath(j); SoNode *pathTail = p->getTail(); if ( pathTail->isOfType(SoBaseKit::getClassTypeId())) { // Find the last nodekit on the path. SoNode *kitTail = ((SoNodeKitPath *)p)->getTail(); // Extend the selectionPath until it reaches this last kit. SoFullPath *fp = (SoFullPath *) p; int k = 0; do { hlPath->append(fp->getIndex(++k)); } while ( fp->getNode(k) != kitTail ); } else { for (int k = 1; k < p->getLength(); k++) hlPath->append(p->getIndex(k)); } // Render the shape with the local draw style to make the highlight SoGLRenderAction::apply(hlPath); // Restore hlPath for reuse hlPath->truncate(reusablePathLength); } } hlPath->unref(); } // Remove the rendering localRoot from our local scene graph localRoot->removeChild(node); }
////////////////////////////////////////////////////////////////////////////// // // beginTraversal - have the base class render the passed scene graph, // then render highlights for our selection node. // void SoBoxHighlightRenderAction::apply(SoNode *renderRoot) // ////////////////////////////////////////////////////////////////////////////// { // Render the scene SoGLRenderAction::apply(renderRoot); // Render the highlight? if (! hlVisible) return; // Is our cached path still valid? if ((selPath == NULL) || (selPath->getHead() != renderRoot) || (! selPath->getTail()->isOfType(SoSelection::getClassTypeId()))) { // Find the selection node under the render root static SoSearchAction *sa1 = NULL; if (sa1 == NULL) sa1 = new SoSearchAction; else sa1->reset(); sa1->setFind(SoSearchAction::TYPE); sa1->setInterest(SoSearchAction::FIRST); sa1->setType(SoSelection::getClassTypeId()); sa1->apply(renderRoot); // Cache this path if (selPath != NULL) selPath->unref(); selPath = sa1->getPath(); if (selPath != NULL) { selPath = selPath->copy(); selPath->ref(); } } if (selPath != NULL) { // Make sure something is selected SoSelection *sel = (SoSelection *) selPath->getTail(); if (sel->getNumSelected() == 0) return; // Keep the length from the root to the selection // as an optimization so we can reuse this data int reusablePathLength = selPath->getLength(); // For each selection path, create a new path rooted under our // localRoot for (int j = 0; j < sel->getNumSelected(); j++) { // Continue the path down to the selected object. // No need to deal with p[0] since that is the sel node. SoFullPath *p = (SoFullPath *) sel->getPath(j); SoNode *pathTail = p->getTail(); if ( pathTail->isOfType(SoBaseKit::getClassTypeId())) { // Find the last nodekit on the path. SoNode *kitTail = ((SoNodeKitPath *)p)->getTail(); // Extend the selectionPath until it reaches this last kit. SoFullPath *fp = (SoFullPath *) p; int k = 0; do { selPath->append(fp->getIndex(++k)); } while ( fp->getNode(k) != kitTail ); } else { for (int k = 1; k < p->getLength(); k++) selPath->append(p->getIndex(k)); } // Find the camera used to render the selected object and // insert it into the highlight graph as the first child SoNode *camera; static SoSearchAction *sa2 = NULL; if (sa2 == NULL) sa2 = new SoSearchAction; else sa2->reset(); sa2->setFind(SoSearchAction::TYPE); sa2->setInterest(SoSearchAction::LAST); sa2->setType(SoCamera::getClassTypeId()); sa2->apply(selPath); camera =(sa2->getPath() == NULL ? NULL : sa2->getPath()->getTail()); if (camera != NULL) localRoot->insertChild(camera, 0); // Get the bounding box of the object and update the // local highlight graph updateBbox(selPath); // Make sure the box has some size if ((cube->width.getValue() == 0) && (cube->height.getValue() == 0) && (cube->depth.getValue() == 0)) { #ifdef DEBUG SoDebugError::postWarning("SoBoxHighlightRenderAction::apply", "selected object has no bounding box - no highlight rendered"); #endif } else { // Render the highlight SoGLRenderAction::apply(localRoot); } // Restore selPath for reuse selPath->truncate(reusablePathLength); // Remove the camera for the next path if (camera != NULL) localRoot->removeChild(0); } } }