/** * Select vertices in bone range * if there are no attached vertices use circle selection * otherwise select attached vertices * \param mesh pointer to mesh **/ void Skeleton::selectVerticesInRange(Mesh *mesh) { mesh->clearSelection(); for (unsigned i = 0; i < bones->size(); i++) { Bone *b = (*bones)[i]; /* select vertices in selection circle only if there are no vertices * attached */ if (b->selected) { if (b->getAttachedVerticesCount() == 0) { /* selection happens in screen coordinate system, just like the * drawSelectionBox in animata.cpp */ // so get the view radius as in Bone.draw() Vector2D v = b->getViewCenter(); // float r = b->getRadius(); float r = b->getViewRadius(); selector->doCircleSelect(mesh, Selection::SELECT_VERTEX, v, (int)r); } else { b->selectAttachedVertices(); } } } }