bool SceneShapeUI::select( MSelectInfo &selectInfo, MSelectionList &selectionList, MPointArray &worldSpaceSelectPts ) const { MStatus s; // early out if we're not selectable. we always allow components to be selected if we're highlighted, // but we don't allow ourselves to be selected as a whole unless meshes are in the selection mask. // it's not ideal that we act like a mesh, but it's at least consistent with the drawing mask we use. if( selectInfo.displayStatus() != M3dView::kHilite ) { MSelectionMask meshMask( MSelectionMask::kSelectMeshes ); // Apparently selectInfo.selectable() still returns true when meshes are not // displayed by the M3dView, so we are also testing the objectDisplay status. // This was last confirmed in Maya 2014, and is presumably a Maya bug. if( !selectInfo.selectable( meshMask ) || !selectInfo.objectDisplayStatus( M3dView::kDisplayMeshes ) ) { return false; } } // early out if we have no scene to draw SceneShape *sceneShape = static_cast<SceneShape *>( surfaceShape() ); if( !sceneShape->getSceneInterface() ) { return false; } IECoreGL::ConstScenePtr scene = sceneShape->glScene(); if( !scene ) { return false; } // we want to perform the selection using an IECoreGL::Selector, so we // can avoid the performance penalty associated with using GL_SELECT mode. // that means we don't really want to call view.beginSelect(), but we have to // call it just to get the projection matrix for our own selection, because as far // as I can tell, there is no other way of getting it reliably. M3dView view = selectInfo.view(); view.beginSelect(); Imath::M44d projectionMatrix; glGetDoublev( GL_PROJECTION_MATRIX, projectionMatrix.getValue() ); view.endSelect(); view.beginGL(); glMatrixMode( GL_PROJECTION ); glLoadMatrixd( projectionMatrix.getValue() ); IECoreGL::Selector::Mode selectionMode = IECoreGL::Selector::IDRender; if( selectInfo.displayStatus() == M3dView::kHilite && !selectInfo.singleSelection() ) { selectionMode = IECoreGL::Selector::OcclusionQuery; } std::vector<IECoreGL::HitRecord> hits; { IECoreGL::Selector selector( Imath::Box2f( Imath::V2f( 0 ), Imath::V2f( 1 ) ), selectionMode, hits ); IECoreGL::State::bindBaseState(); selector.baseState()->bind(); scene->render( selector.baseState() ); if( selectInfo.displayStatus() != M3dView::kHilite ) { // We're not in component selection mode. We'd like to be able to select the scene shape // using the bounding box so we draw it too but only if it is visible MPlug pDrawBound( sceneShape->thisMObject(), SceneShape::aDrawRootBound ); bool drawBound; pDrawBound.getValue( drawBound ); if( drawBound ) { IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( sceneShape->boundingBox() ) ); } } } view.endGL(); if( hits.empty() ) { return false; } // iterate over the hits, converting them into components and also finding // the closest one. MIntArray componentIndices; float depthMin = std::numeric_limits<float>::max(); int depthMinIndex = -1; for( unsigned int i=0, e = hits.size(); i < e; i++ ) { if( hits[i].depthMin < depthMin ) { depthMin = hits[i].depthMin; depthMinIndex = componentIndices.length(); } int index = sceneShape->selectionIndex( IECoreGL::NameStateComponent::nameFromGLName( hits[i].name ) ); componentIndices.append( index ); } assert( depthMinIndex >= 0 ); // figure out the world space location of the closest hit MDagPath camera; view.getCamera( camera ); MPoint worldIntersectionPoint; selectionRayToWorldSpacePoint( camera, selectInfo, depthMin, worldIntersectionPoint ); // turn the processed hits into appropriate changes to the current selection if( selectInfo.displayStatus() == M3dView::kHilite ) { // selecting components MFnSingleIndexedComponent fnComponent; MObject component = fnComponent.create( MFn::kMeshPolygonComponent, &s ); assert( s ); if( selectInfo.singleSelection() ) { fnComponent.addElement( componentIndices[depthMinIndex] ); } else { fnComponent.addElements( componentIndices ); } MSelectionList items; items.add( selectInfo.multiPath(), component ); MDagPath path = selectInfo.multiPath(); selectInfo.addSelection( items, worldIntersectionPoint, selectionList, worldSpaceSelectPts, MSelectionMask::kSelectMeshFaces, true ); } else { // Check if we should be able to select that object MPlug pObjectOnly( sceneShape->thisMObject(), SceneShape::aObjectOnly ); bool objectOnly; pObjectOnly.getValue( objectOnly ); if( objectOnly && !sceneShape->getSceneInterface()->hasObject() ) { return true; } // selecting objects MSelectionList item; item.add( selectInfo.selectPath() ); selectInfo.addSelection( item, worldIntersectionPoint, selectionList, worldSpaceSelectPts, MSelectionMask::kSelectMeshes, false ); } return true; }
void SceneShapeUI::draw( const MDrawRequest &request, M3dView &view ) const { MStatus s; MDrawData drawData = request.drawData(); SceneShape *sceneShape = (SceneShape *)drawData.geometry(); assert( sceneShape ); view.beginGL(); M3dView::LightingMode lightingMode; view.getLightingMode( lightingMode ); LightingState lightingState; bool restoreLightState = cleanupLights( request, view, &lightingState ); // maya can sometimes leave an error from it's own code, // and we don't want that to confuse us in our drawing code. while( glGetError()!=GL_NO_ERROR ) { } try { // draw the bound if asked if( request.token()==BoundDrawMode ) { IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( sceneShape->boundingBox() ) ); } // draw the scene if asked if( request.token()==SceneDrawMode ) { resetHilites(); IECoreGL::ConstScenePtr scene = sceneShape->glScene(); if( scene ) { IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle(), lightingMode ); if ( request.component() != MObject::kNullObj ) { MDoubleArray col; s = MGlobal::executeCommand( "colorIndex -q 21", col ); assert( s ); IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) ); MFnSingleIndexedComponent fnComp( request.component(), &s ); assert( s ); int len = fnComp.elementCount( &s ); assert( s ); std::vector<IECore::InternedString> groupNames; for ( int j = 0; j < len; j++ ) { int index = fnComp.element(j); groupNames.push_back( sceneShape->selectionName( index ) ); } // Sort by name to make sure we don't unhilite selected items that are further down the hierarchy std::sort( groupNames.begin(), groupNames.end() ); for ( std::vector<IECore::InternedString>::iterator it = groupNames.begin(); it!= groupNames.end(); ++it) { IECoreGL::GroupPtr group = sceneShape->glGroup( *it ); hiliteGroups( group, hilite, const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() ) ); } } scene->render( displayState ); } } } catch( const IECoreGL::Exception &e ) { // much better to catch and report this than to let the application die IECore::msg( IECore::Msg::Error, "SceneShapeUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() ); } if( restoreLightState ) { restoreLights( &lightingState ); } view.endGL(); }