void MeshSelection::selectGLCallback(void * ud, SoEventCallback * n) { // When this callback function is invoked we must leave the edit mode Gui::View3DInventorViewer* view = reinterpret_cast<Gui::View3DInventorViewer*>(n->getUserData()); MeshSelection* self = reinterpret_cast<MeshSelection*>(ud); self->stopInteractiveCallback(view); n->setHandled(); std::vector<SbVec2f> polygon = view->getGLPolygon(); if (polygon.size() < 3) return; if (polygon.front() != polygon.back()) polygon.push_back(polygon.front()); SbVec3f pnt, dir; view->getNearPlane(pnt, dir); Base::Vector3f point (pnt[0],pnt[1],pnt[2]); Base::Vector3f normal(dir[0],dir[1],dir[2]); std::list<ViewProviderMesh*> views = self->getViewProviders(); for (std::list<ViewProviderMesh*>::iterator it = views.begin(); it != views.end(); ++it) { ViewProviderMesh* vp = static_cast<ViewProviderMesh*>(*it); std::vector<unsigned long> faces; const Mesh::MeshObject& mesh = static_cast<Mesh::Feature*>((*it)->getObject())->Mesh.getValue(); const MeshCore::MeshKernel& kernel = mesh.getKernel(); // simply get all triangles under the polygon SoCamera* cam = view->getSoRenderManager()->getCamera(); SbViewVolume vv = cam->getViewVolume(); Gui::ViewVolumeProjection proj(vv); vp->getFacetsFromPolygon(polygon, proj, true, faces); if (self->onlyVisibleTriangles) { const SbVec2s& sz = view->getSoRenderManager()->getViewportRegion().getWindowSize(); short width,height; sz.getValue(width,height); std::vector<SbVec2s> pixelPoly = view->getPolygon(); SbBox2s rect; for (std::vector<SbVec2s>::iterator it = pixelPoly.begin(); it != pixelPoly.end(); ++it) { const SbVec2s& p = *it; rect.extendBy(SbVec2s(p[0],height-p[1])); } std::vector<unsigned long> rf; rf.swap(faces); std::vector<unsigned long> vf = vp->getVisibleFacetsAfterZoom (rect, view->getSoRenderManager()->getViewportRegion(), view->getSoRenderManager()->getCamera()); // get common facets of the viewport and the visible one std::sort(vf.begin(), vf.end()); std::sort(rf.begin(), rf.end()); std::back_insert_iterator<std::vector<unsigned long> > biit(faces); std::set_intersection(vf.begin(), vf.end(), rf.begin(), rf.end(), biit); } // if set filter out all triangles which do not point into user direction if (self->onlyPointToUserTriangles) { std::vector<unsigned long> screen; screen.reserve(faces.size()); MeshCore::MeshFacetIterator it_f(kernel); for (std::vector<unsigned long>::iterator it = faces.begin(); it != faces.end(); ++it) { it_f.Set(*it); if (it_f->GetNormal() * normal > 0.0f) { screen.push_back(*it); } } faces.swap(screen); } if (self->addToSelection) vp->addSelection(faces); else vp->removeSelection(faces); } view->redraw(); }