Пример #1
0
void Scene_BrushConstructPrefab(scene::Graph& graph, EBrushPrefab type, std::size_t sides, const std::string& shader)
{
  if(GlobalSelectionSystem().countSelected() != 0)
  {
    const scene::INodePtr& node = GlobalSelectionSystem().ultimateSelected();

    Brush* brush = Node_getBrush(node);
    if(brush != 0)
    {
      AABB bounds = brush->localAABB(); // copy bounds because the brush will be modified
      Brush_ConstructPrefab(*brush, type, bounds, sides, shader, TextureTransform_getDefault());
      SceneChangeNotify();
    }
  }
}
Пример #2
0
void resizeBrushesToBounds(const AABB& aabb, const std::string& shader)
{
	if (GlobalSelectionSystem().getSelectionInfo().brushCount == 0)
	{
		gtkutil::MessageBox::ShowError(_("No brushes selected."), GlobalMainFrame().getTopLevelWindow());
		return;
	}

	GlobalSelectionSystem().foreachBrush([&] (Brush& brush)
	{ 
		brush.constructCuboid(aabb, shader, TextureProjection());
	});

	SceneChangeNotify();
}
Пример #3
0
void cloneSelected(const cmd::ArgumentList& args)
{
	// Check for the correct editing mode (don't clone components)
	if (GlobalSelectionSystem().Mode() == SelectionSystem::eComponent) {
		return;
	}

	UndoableCommand undo("cloneSelected");

	// Create the list that will take the cloned instances
	SelectionCloner::Map cloned;

	SelectionCloner cloner;
	GlobalSceneGraph().root()->traverse(cloner);

	// Create a new namespace and move all cloned nodes into it
	INamespacePtr clonedNamespace = GlobalNamespaceFactory().createNamespace();
	assert(clonedNamespace != NULL);

	// Move items into the temporary namespace, this will setup the links
	clonedNamespace->connect(cloner.getCloneRoot());

	// Get the namespace of the current map
	scene::IMapRootNodePtr mapRoot = GlobalMapModule().getRoot();
	if (mapRoot == NULL) return; // not map root (this can happen)

	INamespacePtr nspace = mapRoot->getNamespace();
	if (nspace)
    {
		// Prepare the nodes for import
		nspace->ensureNoConflicts(cloner.getCloneRoot());
		// Now move all nodes into the target namespace
		nspace->connect(cloner.getCloneRoot());
	}

	// Unselect the current selection
	GlobalSelectionSystem().setSelectedAll(false);

	// Finally, move the cloned nodes to their destination and select them
	cloner.moveClonedNodes(true);

	if (registry::getValue<int>(RKEY_OFFSET_CLONED_OBJECTS) == 1)
	{
		// Move the current selection by one grid unit to the "right" and "downwards"
		nudgeSelected(eNudgeDown);
		nudgeSelected(eNudgeRight);
	}
}
Пример #4
0
void mergeSelectedBrushes(const cmd::ArgumentList& args)
{
	// Get the current selection
	BrushPtrVector brushes = selection::algorithm::getSelectedBrushes();

	if (brushes.empty()) {
		rMessage() << _("CSG Merge: No brushes selected.") << std::endl;
		wxutil::Messagebox::ShowError(_("CSG Merge: No brushes selected."));
		return;
	}

	if (brushes.size() < 2) {
		rMessage() << "CSG Merge: At least two brushes have to be selected.\n";
		wxutil::Messagebox::ShowError("CSG Merge: At least two brushes have to be selected.");
		return;
	}

	rMessage() << "CSG Merge: Merging " << brushes.size() << " brushes." << std::endl;

	UndoableCommand undo("mergeSelectedBrushes");

	// Take the last selected node as reference for layers and parent
	scene::INodePtr merged = GlobalSelectionSystem().ultimateSelected();

	scene::INodePtr parent = merged->getParent();
	assert(parent != NULL);

	// Create a new BrushNode
	scene::INodePtr node = GlobalBrushCreator().createBrush();

	// Insert the newly created brush into the (same) parent entity
	parent->addChildNode(node);

	// Move the new brush to the same layers as the merged one
	node->assignToLayers(merged->getLayers());

	// Get the contained brush
	Brush* brush = Node_getBrush(node);

	// Attempt to merge the selected brushes into the new one
	if (!Brush_merge(*brush, brushes, true))
	{
		rWarning() << "CSG Merge: Failed - result would not be convex." << std::endl;
		return;
	}

	ASSERT_MESSAGE(!brush->empty(), "brush left with no faces after merge");

	// Remove the original brushes
	for (BrushPtrVector::iterator i = brushes.begin(); i != brushes.end(); ++i)
	{
		scene::removeNodeFromParent(*i);
	}

	// Select the new brush
	Node_setSelected(node, true);

	rMessage() << "CSG Merge: Succeeded." << std::endl;
	SceneChangeNotify();
}
void SelectionSetToolmenu::onEntryActivated()
{
	// Create new selection set if possible
	std::string name = _entry->get_entry()->get_text();

	if (name.empty()) return;

	// don't create empty sets
	if (GlobalSelectionSystem().countSelected() == 0)
	{
		ui::IDialogPtr dialog = GlobalDialogManager().createMessageBox(
			_("Cannot create selection set"),
			_("Cannot create a selection set, there is nothing selected in the current scene."),
			ui::IDialog::MESSAGE_CONFIRM);

		dialog->run();
		return;
	}

	ISelectionSetPtr set = GlobalSelectionSetManager().createSelectionSet(name);

	assert(set != NULL);

	set->assignFromCurrentScene();

	// Clear the entry again
	_entry->get_entry()->set_text("");
}
Пример #6
0
void surroundWithMonsterclip(const cmd::ArgumentList& args)
{
	UndoableCommand command("addMonsterclip");	

	// create a ModelFinder and retrieve the modelList
	selection::algorithm::ModelFinder visitor;
	GlobalSelectionSystem().foreachSelected(visitor);

	// Retrieve the list with all the found models from the visitor
	selection::algorithm::ModelFinder::ModelList list = visitor.getList();
	
	selection::algorithm::ModelFinder::ModelList::iterator iter;
	for (iter = list.begin(); iter != list.end(); ++iter)
	{
		// one of the models in the SelectionStack
		const scene::INodePtr& node = *iter;

		// retrieve the AABB
		AABB brushAABB(node->worldAABB());

		// create the brush
		scene::INodePtr brushNode(GlobalBrushCreator().createBrush());

		if (brushNode != NULL) {
			scene::addNodeToContainer(brushNode, GlobalMap().findOrInsertWorldspawn());
			
			Brush* theBrush = Node_getBrush(brushNode);

			std::string clipShader = GlobalRegistry().get(RKEY_MONSTERCLIP_SHADER);

			Scene_BrushResize(*theBrush, brushAABB, clipShader);
		}
	}
}
Пример #7
0
void PatchInspector::emitTesselation()
{
	UndoableCommand setFixedTessCmd("patchSetFixedTesselation");

	wxSpinCtrl* fixedSubdivX = findNamedObject<wxSpinCtrl>(this, "PatchInspectorSubdivisionsX");
	wxSpinCtrl* fixedSubdivY = findNamedObject<wxSpinCtrl>(this, "PatchInspectorSubdivisionsY");

	Subdivisions tess(
		fixedSubdivX->GetValue(),
		fixedSubdivY->GetValue()
	);

	bool fixed = findNamedObject<wxCheckBox>(this, "PatchInspectorFixedSubdivisions")->GetValue();

	// Save the setting into the selected patch(es)
	GlobalSelectionSystem().foreachPatch([&] (Patch& patch)
	{
		patch.setFixedSubdivisions(fixed, tess);
	});

	fixedSubdivX->Enable(fixed);
	fixedSubdivY->Enable(fixed);
	findNamedObject<wxStaticText>(this, "PatchInspectorSubdivisionsXLabel")->Enable(fixed);
	findNamedObject<wxStaticText>(this, "PatchInspectorSubdivisionsYLabel")->Enable(fixed);

	GlobalMainFrame().updateAllWindows();
}
Пример #8
0
void ModelCache::refreshSelectedModels(const cmd::ArgumentList& args)
{
	// Disable screen updates for the scope of this function
	ui::ScreenUpdateBlocker blocker(_("Processing..."), _("Reloading Models"));

	// Find all models in the current selection
	ModelFinder walker;
	GlobalSelectionSystem().foreachSelected(walker);

	// Remove the selected models from the cache
	ModelFinder::ModelPaths models = walker.getModelPaths();

	for (ModelFinder::ModelPaths::const_iterator i = models.begin();
		 i != models.end(); ++i)
	{
		ModelMap::iterator found = _modelMap.find(*i);

		if (found != _modelMap.end())
		{
			_modelMap.erase(found);
		}
	}

	// Traverse the entities and submit a refresh call
	ModelFinder::Entities entities = walker.getEntities();

	for (ModelFinder::Entities::const_iterator i = entities.begin();
		 i != entities.end(); ++i)
	{
		(*i)->refreshModel();
	}
}
Пример #9
0
void PasteToCamera (void)
{
	CamWnd& camwnd = *g_pParentWnd->GetCamWnd();
	GlobalSelectionSystem().setSelectedAll(false);

	UndoableCommand undo("pasteToCamera");

	Selection_Paste();

	// Work out the delta
	Vector3 mid = selection::algorithm::getCurrentSelectionCenter();
	Vector3 delta = vector3_snapped(camwnd.getCameraOrigin(), GlobalGrid().getGridSize()) - mid;

	// Move to camera
	GlobalSelectionSystem().translateSelected(delta);
}
Пример #10
0
void Scene_BrushResize_Selected(scene::Graph& graph, const AABB& bounds, const char* shader)
{
  if(GlobalSelectionSystem().countSelected() != 0)
  {
    const scene::Path& path = GlobalSelectionSystem().ultimateSelected().path();

    Brush* brush = Node_getBrush(path.top());
    if(brush != 0)
    {
      TextureProjection projection;
      TexDef_Construct_Default(projection);
      Brush_ConstructCuboid(*brush, bounds, shader, projection);
      SceneChangeNotify();
    }
  }
}
Пример #11
0
AABB getCurrentSelectionBounds() {
	// Construct a walker to traverse the selection
	BoundsAccumulator walker;
	GlobalSelectionSystem().foreachSelected(walker);

	return walker.getBounds();
}
Пример #12
0
Vector3 getCurrentSelectionCenter() {
	// Construct a walker to traverse the selection
	BoundsAccumulator walker;
	GlobalSelectionSystem().foreachSelected(walker);

	return vector3_snapped(walker.getBounds().getOrigin());
}
Пример #13
0
/// moves selected primitives to entity, which is or its primitive is ultimateSelected() or firstSelected()
void Entity_moveSelectedPrimitives( bool toLast ){
	if ( GlobalSelectionSystem().countSelected() < 2 ) {
		globalErrorStream() << "Source and target entity primitives should be selected!\n";
		return;
	}

	const scene::Path& path = toLast? GlobalSelectionSystem().ultimateSelected().path() : GlobalSelectionSystem().firstSelected().path();
	scene::Node& node = ( !Node_isEntity( path.top() ) && path.size() > 1 )? path.parent() : path.top();

	if ( Node_isEntity( node ) && node_is_group( node ) ) {
		StringOutputStream command;
		command << "movePrimitivesToEntity " << makeQuoted( Node_getEntity( node )->getEntityClass().name() );
		UndoableCommand undo( command.c_str() );
		Scene_parentSelectedBrushesToEntity( GlobalSceneGraph(), node );
	}
}
Пример #14
0
/**
 * Callback common to all of the commands that trigger a processing by mesh
 * visitor when selected. This callback does its own internal dispatch to
 * distinctly handle the various commands.
 *
 * @param commandString The command token.
 */
void
MainMenu::CommandMeshVisitor(const std::string& commandString)
{
   // Look up the registered mesh visitor for this command.
   VisitorMap::const_iterator visitorMapIter = _visitorMap.find(commandString);
   MeshVisitor *meshVisitor;
   if (visitorMapIter == _visitorMap.end() ||
       (meshVisitor = visitorMapIter->second) == NULL)
   {
      // That's odd, there isn't one. Bail out.
      std::string message(commandString + ": " + DIALOG_INTERNAL_ERROR);
      GenericPluginUI::ErrorReportDialog(DIALOG_ERROR_TITLE, message.c_str());
      return;
   }
   // Let Radiant know the name of the operation responsible for the changes
   // that are about to happen.
   UndoableCommand undo(commandString.c_str());
   // Apply the visitor to every selected mesh.
   meshVisitor->ResetVisitedCount();
   GlobalSelectionSystem().foreachSelected(*meshVisitor);
   if (meshVisitor->GetVisitedCount() == 0)
   {
      // Warn if there weren't any meshes selected (so nothing happened). 
      GenericPluginUI::WarningReportDialog(DIALOG_WARNING_TITLE,
                                           DIALOG_NOMESHES_MSG);
   }
}
Пример #15
0
void LightNode::renderInactiveComponents(RenderableCollector& collector, const VolumeTest& volume, const bool selected) const
{
	// greebo: We are not in component selection mode (and the light is still selected),
	// check if we should draw the center of the light anyway
	if (selected
		&& GlobalSelectionSystem().ComponentMode() != SelectionSystem::eVertex
		&& EntitySettings::InstancePtr()->alwaysShowLightVertices())
	{
		if (_light.isProjected())
		{
			EntitySettings& settings = *EntitySettings::InstancePtr();
			const Vector3& colourStartEndInactive = settings.getLightVertexColour(EntitySettings::VERTEX_START_END_DESELECTED);
			const Vector3& colourVertexInactive = settings.getLightVertexColour(EntitySettings::VERTEX_DESELECTED);

			const_cast<Light&>(_light).colourLightStart() = colourStartEndInactive;
			const_cast<Light&>(_light).colourLightEnd() = colourStartEndInactive;
			const_cast<Light&>(_light).colourLightTarget() = colourVertexInactive;
			const_cast<Light&>(_light).colourLightRight() = colourVertexInactive;
			const_cast<Light&>(_light).colourLightUp() = colourVertexInactive;

			// Render the projection points
			_light.renderProjectionPoints(collector, volume, localToWorld());
		}
		else
		{
			const Vector3& colourVertexInactive = EntitySettings::InstancePtr()->getLightVertexColour(
				EntitySettings::VERTEX_INACTIVE);

			const_cast<Light&>(_light).getDoom3Radius().setCenterColour(colourVertexInactive);
			_light.renderLightCentre(collector, volume, localToWorld());
		}
	}
}
Пример #16
0
void NudgeSelection (ENudgeDirection direction, float fAmount, EViewType viewtype)
{
	AxisBase axes(AxisBase_forViewType(viewtype));
	Vector3 view_direction(-axes.z);
	Vector3 nudge(AxisBase_axisForDirection(axes, direction) * fAmount);
	GlobalSelectionSystem().NudgeManipulator(nudge, view_direction);
}
Пример #17
0
void LightNode::evaluateTransform() {
	if (getType() == TRANSFORM_PRIMITIVE) {
		_light.translate(getTranslation());
		_light.rotate(getRotation());
	}
	else {
		// Check if the light center is selected, if yes, transform it, if not, it's a drag plane operation
		if (GlobalSelectionSystem().ComponentMode() == SelectionSystem::eVertex) {
			if (_lightCenterInstance.isSelected()) {
				// Retrieve the translation and apply it to the temporary light center variable
				// This adds the translation vector to the previous light origin
				_light.getDoom3Radius().m_centerTransformed =
										_light.getDoom3Radius().m_center + getTranslation();
			}

			if (_lightTargetInstance.isSelected()) {
				// Delegate the work to the Light class
				_light.translateLightTarget(getTranslation());
			}

			if (_lightRightInstance.isSelected()) {
				// Save the new light_right vector
				_light.rightTransformed() = _light.right() + getTranslation();
			}

			if (_lightUpInstance.isSelected()) {
				// Save the new light_up vector
				_light.upTransformed() = _light.up() + getTranslation();
			}

			if (_lightStartInstance.isSelected()) {
				// Delegate the work to the Light class (including boundary checks)
				_light.translateLightStart(getTranslation());
			}

			if (_lightEndInstance.isSelected()) {
				// Save the new light_up vector
				_light.endTransformed() = _light.end() + getTranslation();
			}

			// If this is a projected light, then it is likely for the according vertices to have changed, so update the projection
			if (_light.isProjected()) {
				// Call projection changed, so that the recalculation can be triggered (call for projection() would be ignored otherwise)
				_light.projectionChanged();

				// Recalculate the frustum
				_light.projection();
			}
		}
		else {
			// Ordinary Drag manipulator
			//m_dragPlanes.m_bounds = _light.aabb();
			// greebo: Be sure to use the actual lightAABB for evaluating the drag operation, NOT
			// the aabb() or localABB() method, that returns the bounding box including the light center,
			// which may be positioned way out of the volume
			m_dragPlanes.m_bounds = _light.lightAABB();
			_light.setLightRadius(m_dragPlanes.evaluateResize(getTranslation(), rotation()));
		}
	}
}
Пример #18
0
void WaveFrontModule::exportSelectionAsOBJ(const cmd::ArgumentList& args)
{
	const SelectionInfo& info = GlobalSelectionSystem().getSelectionInfo();

	if (info.totalCount == 0)
	{
		globalErrorStream() << "Nothing selected, cannot export." << std::endl;
		return;
	}
	
	// Query the filename from the user
	ui::IFileChooserPtr chooser = GlobalDialogManager().createFileChooser(
		_("Save as Obj"), false, false, "*.obj", ".obj"
	);

	chooser->setCurrentPath(GlobalRegistry().get(RKEY_MAP_PATH));

	std::string path = chooser->display();

	if (!path.empty())
	{
		globalOutputStream() << "Exporting selection as OBJ to " << path << std::endl;

		// Instantiate a new exporter
		WaveFrontExporter exporter(path);
		exporter.exportSelection();
	}
}
Пример #19
0
// free all map elements, reinitialize the structures that depend on them
void Map::freeMap() {
    map::PointFile::Instance().clear();

    GlobalSelectionSystem().setSelectedAll(false);
    GlobalSelectionSystem().setSelectedAllComponents(false);

    GlobalShaderClipboard().clear();
    GlobalRegion().clear();

    m_resource->removeObserver(*this);

    // Reset the resource pointer
    m_resource = IMapResourcePtr();

    GlobalLayerSystem().reset();
}
Пример #20
0
void Select_SetShader (const std::string& shader)
{
	if (GlobalSelectionSystem().Mode() != SelectionSystem::eComponent) {
		Scene_BrushSetShader_Selected(GlobalSceneGraph(), shader);
	}
	Scene_BrushSetShader_Component_Selected(GlobalSceneGraph(), shader);
}
Пример #21
0
void BrushInstance::renderComponents (Renderer& renderer, const VolumeTest& volume) const
{
	m_brush.evaluateBRep();

	const Matrix4& localToWorld = Instance::localToWorld();

	renderer.SetState(m_brush.m_state_point, Renderer::eWireframeOnly);
	renderer.SetState(m_brush.m_state_point, Renderer::eFullMaterials);

	if (volume.fill() && GlobalSelectionSystem().ComponentMode() == SelectionSystem::eFace) {
		evaluateViewDependent(volume, localToWorld);
		renderer.addRenderable(m_render_faces_wireframe, localToWorld);
	} else {
		m_brush.renderComponents(GlobalSelectionSystem().ComponentMode(), renderer, volume, localToWorld);
	}
}
Пример #22
0
AABB getDefaultBoundsFromSelection()
{
	AABB aabb = GlobalSelectionSystem().getWorkZone().bounds;

	float gridSize = GlobalGrid().getGridSize();

	if (aabb.extents[0] == 0)
	{
		aabb.extents[0] = gridSize;
	}

	if (aabb.extents[1] == 0)
	{
		aabb.extents[1] = gridSize;
	}

	if (aabb.extents[2] == 0)
	{
		aabb.extents[2] = gridSize;
	}

	if (aabb.isValid())
	{
		return aabb;
	}

	return AABB(Vector3(0, 0, 0), Vector3(64, 64, 64));
}
Пример #23
0
GroupCycle::GroupCycle() :
	_index(0),
	_updateActive(false)
{
	GlobalSelectionSystem().addObserver(this);
	rescanSelection();
}
Пример #24
0
static gboolean entitylist_tree_select(GtkTreeSelection *selection, GtkTreeModel *model, GtkTreePath *path, gboolean path_currently_selected, gpointer data)
{
  GtkTreeIter iter;
  gtk_tree_model_get_iter(model, &iter, path);
  scene::Node* node;
  gtk_tree_model_get_pointer(model, &iter, 0, &node);
  scene::Instance* instance;
  gtk_tree_model_get_pointer(model, &iter, 1, &instance);
  Selectable* selectable = Instance_getSelectable(*instance);

  if(node == 0)
  {
    if(path_currently_selected != FALSE)
    {
      getEntityList().m_selection_disabled = true;
      GlobalSelectionSystem().setSelectedAll(false);
      getEntityList().m_selection_disabled = false;
    }
  }
  else if(selectable != 0)
  {
    getEntityList().m_selection_disabled = true;
    selectable->setSelected(path_currently_selected == FALSE);
    getEntityList().m_selection_disabled = false;
    return TRUE;
  }

  return FALSE;
}
Пример #25
0
void mirrorSelection(int axis)
{
	Vector3 flip(1, 1, 1);
	flip[axis] = -1;

	GlobalSelectionSystem().scaleSelected(flip);
}
Пример #26
0
void nudgeByAxis(int nDim, float fNudge)
{
	Vector3 translate(0, 0, 0);
	translate[nDim] = fNudge;

	GlobalSelectionSystem().translateSelected(translate);
}
Пример #27
0
/** 
 * greebo: Creates a new entity with an attached curve
 *
 * @key: The curve type: pass either "curve_CatmullRomSpline" or "curve_Nurbs".
 */
void createCurve(const std::string& key)
{
    UndoableCommand undo(std::string("createCurve: ") + key);

    // De-select everything before we proceed
    GlobalSelectionSystem().setSelectedAll(false);
    GlobalSelectionSystem().setSelectedAllComponents(false);

    std::string curveEClass = game::current::getValue<std::string>(GKEY_DEFAULT_CURVE_ENTITY);

    // Fallback to func_static, if nothing defined in the registry
    if (curveEClass.empty()) {
        curveEClass = "func_static";
    }

    // Find the default curve entity
    IEntityClassPtr entityClass = GlobalEntityClassManager().findOrInsert(
        curveEClass,
        true
    );

    // Create a new entity node deriving from this entityclass
    IEntityNodePtr curve(GlobalEntityCreator().createEntity(entityClass));

    // Insert this new node into the scenegraph root
    GlobalSceneGraph().root()->addChildNode(curve);

    // Select this new curve node
    Node_setSelected(curve, true);

    // Set the model key to be the same as the name
    curve->getEntity().setKeyValue("model",
                                   curve->getEntity().getKeyValue("name"));

    // Initialise the curve using three pre-defined points
    curve->getEntity().setKeyValue(
        key,
        "3 ( 0 0 0  50 50 0  50 100 0 )"
    );

    ITransformablePtr transformable = Node_getTransformable(curve);
    if (transformable != NULL) {
        // Translate the entity to the center of the current workzone
        transformable->setTranslation(GlobalXYWnd().getActiveXY()->getOrigin());
        transformable->freezeTransform();
    }
}
Пример #28
0
void DragManipulator::testSelect(const View& view, const Matrix4& pivot2world) {
    SelectionPool selector;

    SelectionVolume test(view);

    if (GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive) {
        BooleanSelector booleanSelector;

        Scene_TestSelect_Primitive(booleanSelector, test, view);

        if (booleanSelector.isSelected()) {
            selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
            _selected = false;
        } else {
            _selected = Scene_forEachPlaneSelectable_selectPlanes(GlobalSceneGraph(), selector, test);
        }
    }
    // Check for entities that can be selected
    else if (GlobalSelectionSystem().Mode() == SelectionSystem::eEntity) {
        // Create a boolean selection pool (can have exactly one selectable or none)
        BooleanSelector booleanSelector;

        // Find the visible entities
        Scene_forEachVisible(GlobalSceneGraph(), view, testselect_entity_visible(booleanSelector, test));

        // Check, if an entity could be found
        if (booleanSelector.isSelected()) {
            selector.addSelectable(SelectionIntersection(0, 0), &_dragSelectable);
            _selected = false;
        }
    } else {
        BestSelector bestSelector;
        Scene_TestSelect_Component_Selected(bestSelector, test, view, GlobalSelectionSystem().ComponentMode());
        for (std::list<Selectable*>::iterator i = bestSelector.best().begin(); i != bestSelector.best().end(); ++i) {
            if (!(*i)->isSelected()) {
                GlobalSelectionSystem().setSelectedAllComponents(false);
            }
            _selected = false;
            selector.addSelectable(SelectionIntersection(0, 0), (*i));
            _dragSelectable.setSelected(true);
        }
    }

    for (SelectionPool::iterator i = selector.begin(); i != selector.end(); ++i) {
        (*i).second->setSelected(true);
    }
}
Пример #29
0
void GroupCycle::rescanSelection() {
	if (_updateActive) {
		return;
	}

	const SelectionInfo& info = GlobalSelectionSystem().getSelectionInfo();

	_list.clear();
	_index = 0;

	if (info.totalCount == 1 && info.entityCount == 1) {
		const scene::INodePtr& node = GlobalSelectionSystem().ultimateSelected();

		algorithm::ChildNodeFinder finder(_list);
		node->traverse(finder);
	}
}
Пример #30
0
// greebo: see header for documentation
void rotateSelected(const Vector3& eulerXYZ)
{
	std::string command("rotateSelectedEulerXYZ: ");
	command += string::to_string(eulerXYZ);
	UndoableCommand undo(command.c_str());

	GlobalSelectionSystem().rotateSelected(Quaternion::createForEulerXYZDegrees(eulerXYZ));
}