Пример #1
0
bool
SELECT_WIDGET::select_faces(CPIXEL_list& pts)
{
   err_adv(debug, "SELECT_WIDGET::select_faces:");

   if (pts.num() < 2) {
      err_adv(debug, "  too few points: %d", pts.num());
      return false;
   }

   Bface* f = find_face(pts[0], 0.25, MIN_PIX_AREA);
   if (!(f && f->is_selected())) {
      err_adv(debug, "  bad starter face");
      return false;
   }
   
//    // XXX - Old code (to be deleted).  Selects faces individually instead of as
//    // a group:
//    for (int i=0; i<pts.num(); i++)
//       try_select_face(pts[i], 0.1);

   Bface_list flist;

   for(int i = 0; i < pts.num(); ++i){
      
      f = find_face(pts[i], 0.1, MIN_PIX_AREA);
      if (!f || f->is_selected())
         continue;
      flist += f;
      
   }
   
   if(flist.num() > 0){
      
      WORLD::add_command(new MESH_SELECT_CMD(flist));
      err_adv(debug, "  succeeded");
      return true;
      
   }
   
   err_adv(debug, "  no faces selected");
   return false;
   
}
Пример #2
0
//! Same as try_select_face(), but deselects.
//! Also requires the found face is currently selected.
bool
SELECT_WIDGET::try_deselect_face(CPIXEL &pix, double margin)
{

   Bface* f = find_face(pix, margin, MIN_PIX_AREA);
   if (!(f && f->is_selected()))
      return false;
   WORLD::add_command(new MESH_DESELECT_CMD(f));
   return true;
}
Пример #3
0
int 
SELECT_WIDGET:: slash_cb(CGESTUREptr& gest, DrawState*& s)
{

	
	if (_mode==SEL_FACE) //widget is in face selection mode 
	{
		select_list.clear();

		Bface* f = find_face(gest->start(),0.25,MIN_PIX_AREA);
		// f should be the currently selected face
		if (f && f->is_selected() && f->is_quad())
		{
	
			f=f->quad_rep();

		//line in screen space coresponding to the slash
		PIXELline slash(gest->start(),gest->end());

		Bedge *e1,*e2,*e3,*e4;
		Bedge* edge = 0;
		
		//get and test the quad edges against the stroke line 
		f->get_quad_edges(e1,e2,e3,e4);

		if( e1->pix_line().intersect_segs(slash) )
		{
			edge=e1;
		}
		else
		if( e2->pix_line().intersect_segs(slash) )
		{
			edge=e2;
		}
		else
		if( e3->pix_line().intersect_segs(slash) )
		{
			edge=e3;
		}
		else
		if( e4->pix_line().intersect_segs(slash) )
		{
			edge=e4;
		}
		else
		{
			//error
			cerr << "ERROR no intersection" << endl;
			return 1;
		}
		
			//walk the geometry and select faces

			Bface* fn = f;
			do
			{			
				if (!fn->is_selected())	
					select_list +=fn;
		
				assert(edge);			//I'm paranoid too
				assert(edge->f1()!=edge->f2());

				//grabs the face on the other side of the edge
				//even if we are not directly adjacent to this edge
				fn=fn->other_quad_face(edge);
				
				if (fn) //if a valid face than advance the edge pointer
				{
					assert(edge!=fn->opposite_quad_edge(edge));
					edge = fn->opposite_quad_edge(edge);
	
					fn = fn->quad_rep(); //all faces on the selection list are rep faces

				}
				else
					cerr << "No face on the other side of the edge" << endl;

			} //quit if not a valid face or not a quad
			while(fn&&(fn->is_quad())&&edge&&(fn!=f));


			_mode=SLASH_SEL;  //go into pattern editing mode
			end_face=0;		//prepare the 2nd step data
			pattern=0;
			for (int i=0; i<MAX_PATTERN_SIZE; i++)
				pattern_array[i]=1; //fill the default pattern with ones
		}
		else
			cerr << "This is not a quad" << endl;

	}
	else
		if( _mode==SLASH_SEL)//pattern editing mode
		{ //activates upon second slash motion


			//adds the entire list to the selected group
			//undo deselects the entire group

			Bface_list final_list;

			//copy the face pointers to the final list 
			//using the pattern as a repeating template
			//and stop at the end face
			for (int i = 0; i<(end_face ? (end_face) : select_list.num()) ; i++)
			{
				if (pattern ? pattern_array[(i%pattern)+1] : 1)
				final_list+=select_list[i];
			}

		
		   WORLD::add_command(new MESH_SELECT_CMD(final_list));
		
		   return cancel_cb(gest,s);

		}
		else
			cerr << "wrong mode " << endl;
	return 1;
}