コード例 #1
0
void RadiantSelectionSystem::testSelectScene(SelectablesList& targetList, SelectionTest& test,
                                             const View& view, SelectionSystem::EMode mode,
                                             SelectionSystem::EComponentMode componentMode)
{
    // The (temporary) storage pool
    SelectionPool selector;
    SelectionPool sel2;

    switch(mode)
    {
        case eEntity:
        {
            // Instantiate a walker class which is specialised for selecting entities
            EntitySelector entityTester(selector, test);
            GlobalSceneGraph().foreachVisibleNodeInVolume(view, entityTester);

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

        case ePrimitive:
        {
            // Do we have a camera view (filled rendering?)
            if (view.fill() || !GlobalXYWnd().higherEntitySelectionPriority())
            {
                // Test for any visible elements (primitives, entities), but don't select child primitives
                AnySelector anyTester(selector, test);
                GlobalSceneGraph().foreachVisibleNodeInVolume(view, anyTester);
            }
            else
            {
                // We have an orthoview, here, select entities first

                // First, obtain all the selectable entities
                EntitySelector entityTester(selector, test);
                GlobalSceneGraph().foreachVisibleNodeInVolume(view, entityTester);

                // Now retrieve all the selectable primitives
                PrimitiveSelector primitiveTester(sel2, test);
                GlobalSceneGraph().foreachVisibleNodeInVolume(view, primitiveTester);
            }

            // Add the first selection crop to the target vector
            for (SelectionPool::iterator i = selector.begin(); i != selector.end(); ++i) {
                targetList.push_back(i->second);
            }

            // Add the secondary crop to the vector (if it has any entries)
            for (SelectionPool::iterator i = sel2.begin(); i != sel2.end(); ++i) {
                // Check for duplicates
                SelectablesList::iterator j;
                for (j = targetList.begin(); j != targetList.end(); ++j) {
                    if (*j == i->second) break;
                }
                // Insert if not yet in the list
                if (j == targetList.end()) {
                    targetList.push_back(i->second);
                }
            }
        }
        break;

        case eGroupPart:
        {
            // Retrieve all the selectable primitives of group nodes
            GroupChildPrimitiveSelector primitiveTester(selector, test);
            GlobalSceneGraph().foreachVisibleNodeInVolume(view, primitiveTester);

            // Add the selection crop to the target vector
            for (SelectionPool::iterator i = selector.begin(); i != selector.end(); ++i)
            {
                targetList.push_back(i->second);
            }
        }
        break;

        case eComponent:
        {
            ComponentSelector selectionTester(selector, test, componentMode);
            foreachSelected(selectionTester);

            for (SelectionPool::iterator i = selector.begin(); i != selector.end(); ++i)
            {
                targetList.push_back(i->second);
            }
        }
        break;
    } // switch
}
コード例 #2
0
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);
	}
}