예제 #1
0
bool ViewProviderMeshNode::handleEvent(const SoEvent * const ev,Gui::View3DInventorViewer &Viewer)
{
  if ( m_bEdit )
  {
    unsetEdit();
    std::vector<SbVec2f> clPoly = Viewer.getPickedPolygon();
    if ( clPoly.size() < 3 )
      return true;
    if ( clPoly.front() != clPoly.back() )
      clPoly.push_back(clPoly.front());

    // get the normal of the front clipping plane
    SbVec3f b,n;
    Viewer.getNearPlane(b, n);
    Base::Vector3f cPoint(b[0],b[1],b[2]), cNormal(n[0],n[1],n[2]);
    SoCamera* pCam = Viewer.getCamera();  
    SbViewVolume  vol = pCam->getViewVolume (); 

    // create a tool shape from these points
    std::vector<MeshCore::MeshGeomFacet> aFaces;
    bool ok = ViewProviderMesh::createToolMesh( clPoly, vol, cNormal, aFaces );

    // Get the attached mesh property
    Mesh::PropertyMeshKernel& meshProp = ((Mesh::Feature*)pcObject)->Mesh;

    // Get the facet indices inside the tool mesh
    std::vector<unsigned long> indices;
    MeshCore::MeshKernel cToolMesh;
    cToolMesh = aFaces;
    MeshCore::MeshFacetGrid cGrid(meshProp.getValue().getKernel());
    MeshCore::MeshAlgorithm cAlg(meshProp.getValue().getKernel());
    cAlg.GetFacetsFromToolMesh(cToolMesh, cNormal, cGrid, indices);
    meshProp.deleteFacetIndices( indices );

      // update open edge display if needed
//      if ( pcOpenEdge ) 
//      {
//        showOpenEdges(false);
//        showOpenEdges(true);
//      }

    Viewer.render();
    if ( !ok ) // note: the mouse grabbing needs to be released
      //QMessageBox::warning(Viewer.getWidget(),"Invalid polygon","The picked polygon seems to have self-overlappings.\n\nThis could lead to strange rersults.");
      Base::Console().Message("The picked polygon seems to have self-overlappings. This could lead to strange results.");
  }

  return false;
}
예제 #2
0
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->getCamera();
        SbViewVolume vv = cam->getViewVolume();
        Gui::ViewVolumeProjection proj(vv);
        vp->getFacetsFromPolygon(polygon, proj, true, faces);
        if (self->onlyVisibleTriangles) {
            const SbVec2s& sz = view->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->getViewportRegion(), view->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->render();
}