Exemplo n.º 1
0
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;
}
Exemplo n.º 2
0
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();
}