/
Group.cpp
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/
Group.cpp
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#include "Group.h"
#include <set>
#include "i18n.h"
#include "igroupnode.h"
#include "ientity.h"
#include "itextstream.h"
#include "iselectiongroup.h"
#include "imap.h"
#include "selectionlib.h"
#include "entitylib.h"
#include "scene/SelectableNode.h"
#include "scene/GroupNodeChecker.h"
#include "command/ExecutionFailure.h"
#include "command/ExecutionNotPossible.h"
#include "selection/algorithm/Entity.h"
#include "scene/Group.h"
namespace selection {
namespace algorithm {
ISelectionGroupManager& getMapSelectionGroupManager()
{
assert(GlobalMapModule().getRoot());
return GlobalMapModule().getRoot()->getSelectionGroupManager();
}
void convertSelectedToFuncStatic(const cmd::ArgumentList& args)
{
UndoableCommand command("convertSelectedToFuncStatic");
// Attempt to create a func_static entity
GlobalEntityModule().createEntityFromSelection("func_static", Vector3(0,0,0));
}
void revertGroupToWorldSpawn(const cmd::ArgumentList& args)
{
UndoableCommand cmd("revertToWorldspawn");
GroupNodeCollector walker;
GlobalSelectionSystem().foreachSelected(walker);
if (walker.getList().empty())
{
return; // nothing to do!
}
// Deselect all, the children get selected after reparenting
GlobalSelectionSystem().setSelectedAll(false);
// Get the worldspawn node
scene::INodePtr worldspawnNode = GlobalMapModule().findOrInsertWorldspawn();
Entity* worldspawn = Node_getEntity(worldspawnNode);
if (!worldspawn)
{
return; // worldspawn not an entity?
}
for (const scene::INodePtr& groupNode : walker.getList())
{
Entity* parent = Node_getEntity(groupNode);
if (!parent) continue; // not an entity
ParentPrimitivesToEntityWalker reparentor(worldspawnNode);
groupNode->traverseChildren(reparentor);
// Perform the reparenting, this also checks for empty parent nodes
// being left behind after this operation
reparentor.reparent();
// Select the reparented primitives after moving them to worldspawn
reparentor.selectReparentedPrimitives();
}
}
void ParentPrimitivesToEntityWalker::reparent()
{
for (const scene::INodePtr& i : _childrenToReparent)
{
// Remove this path from the old parent
scene::removeNodeFromParent(i);
// Insert the child node into the parent node
_parent->addChildNode(i);
}
rMessage() << "Reparented " << _childrenToReparent.size()
<< " primitives." << std::endl;
// Update parent node/subgraph visibility after reparenting
scene::UpdateNodeVisibilityWalker updater(_parent->getRootNode()->getLayerManager());
// Update the new parent too
_parent->traverse(updater);
for (const scene::INodePtr& i : _oldParents)
{
i->traverse(updater);
}
// Now check if any parents were left behind empty
for (const scene::INodePtr& oldParent : _oldParents)
{
if (!scene::hasChildPrimitives(oldParent))
{
// Is empty, but make sure we're not removing the worldspawn
if (Node_isWorldspawn(oldParent)) continue;
// Is empty now, remove it
scene::removeNodeFromParent(oldParent);
}
}
// Update the scene
SceneChangeNotify();
}
void ParentPrimitivesToEntityWalker::selectReparentedPrimitives()
{
for (const scene::INodePtr& i : _childrenToReparent)
{
Node_setSelected(i, true);
}
}
void ParentPrimitivesToEntityWalker::visit(const scene::INodePtr& node) const
{
// Don't reparent instances to themselves
if (_parent == node) return;
if (Node_isPrimitive(node))
{
// Got a child, add it to the list
_childrenToReparent.push_back(node);
// Mark the entity for later emptiness check
_oldParents.insert(node->getParent());
}
}
bool ParentPrimitivesToEntityWalker::pre(const scene::INodePtr& node)
{
// Don't reparent nodes to themselves
if (_parent != node && Node_isPrimitive(node))
{
// Got a child, add it to the list
_childrenToReparent.push_back(node);
// Mark the entity for later emptiness check
_oldParents.insert(node->getParent());
return false; // don't traverse primitives any further
}
return true;
}
void GroupNodeCollector::visit(const scene::INodePtr& node) const
{
if (scene::hasChildPrimitives(node))
{
_groupNodes.push_back(node);
}
}
// re-parents the selected brushes/patches
void parentSelection(const cmd::ArgumentList& args)
{
// Retrieve the selection information structure
if (!curSelectionIsSuitableForReparent())
{
throw cmd::ExecutionNotPossible(_("Cannot reparent primitives to entity. "
"Please select at least one brush/patch and exactly one func_* entity. "
"(The entity has to be selected last.)"));
}
UndoableCommand undo("parentSelectedPrimitives");
// Take the last selected item (this is an entity)
ParentPrimitivesToEntityWalker visitor(
GlobalSelectionSystem().ultimateSelected()
);
GlobalSelectionSystem().foreachSelected(visitor);
visitor.reparent();
}
void parentSelectionToWorldspawn(const cmd::ArgumentList& args) {
UndoableCommand undo("parentSelectedPrimitives");
scene::INodePtr world = GlobalMapModule().findOrInsertWorldspawn();
if (world == NULL) return;
// Take the last selected item (this should be an entity)
ParentPrimitivesToEntityWalker visitor(world);
GlobalSelectionSystem().foreachSelected(visitor);
visitor.reparent();
}
class GroupNodeChildSelector :
public SelectionSystem::Visitor,
public scene::NodeVisitor
{
typedef std::list<scene::INodePtr> NodeList;
mutable NodeList _groupNodes;
public:
/**
* greebo: The destructor takes care of the actual selection changes. During
* selection traversal, the selection itself cannot be changed without
* invalidating the SelectionSystem's internal iterators.
*/
~GroupNodeChildSelector() {
for (NodeList::iterator i = _groupNodes.begin(); i != _groupNodes.end(); i++) {
// De-select the groupnode
Node_setSelected(*i, false);
// Select all the child nodes using self as visitor
(*i)->traverseChildren(*this);
}
}
// SelectionSystem::Visitor implementation
void visit(const scene::INodePtr& node) const {
// Don't traverse hidden elements, just to be sure
if (!node->visible()) {
return;
}
// Is this a selected groupnode?
if (Node_isSelected(node) &&
Node_getGroupNode(node) != NULL)
{
// Marke the groupnode for de-selection
_groupNodes.push_back(node);
}
}
bool pre(const scene::INodePtr& node) {
// Don't process starting point node or invisible nodes
if (node->visible()) {
Node_setSelected(node, true);
}
return true;
}
};
void selectChildren(const cmd::ArgumentList& args) {
// Traverse the selection and identify the groupnodes
GlobalSelectionSystem().foreachSelected(
GroupNodeChildSelector()
);
}
/**
* greebo: This walker traverses the entire subgraph,
* searching for entities with selected child primitives.
* If such an entity is found, it is traversed and all
* child primitives are selected.
*/
class ExpandSelectionToSiblingsWalker :
public scene::NodeVisitor
{
public:
bool pre(const scene::INodePtr& node) override
{
Entity* entity = Node_getEntity(node);
if (entity != nullptr)
{
// We have an entity, traverse and select children if any child is selected
return entity->isContainer() && (Node_isSelected(node) || Node_hasSelectedChildNodes(node));
}
else if (Node_isPrimitive(node))
{
// We have a primitive, select it
Node_setSelected(node, true);
// Don't traverse any deeper
return false;
}
return true;
}
};
void expandSelectionToSiblings(const cmd::ArgumentList& args)
{
ExpandSelectionToSiblingsWalker walker;
GlobalSceneGraph().root()->traverse(walker);
}
/**
* greebo: This walker traverses the entire subgraph,
* searching for entities with selected child primitives.
* If such an entity is found, it will be selected in place
* of the child primitive.
*/
class PropagateSelectionToParentEntityWalker :
public scene::NodeVisitor
{
public:
bool pre(const scene::INodePtr& node) override
{
Entity* entity = Node_getEntity(node);
if (entity != nullptr)
{
if (entity->isContainer() && !entity->isWorldspawn() && Node_hasSelectedChildNodes(node))
{
// De-select all child primitives
node->foreachNode([](const scene::INodePtr& child)->bool
{
Node_setSelected(child, false);
return true;
});
// Select the entity instead
Node_setSelected(node, true);
}
return false; // don't traverse entities, that's covered by Node_hasSelectedChildNodes
}
return true;
}
};
void selectParentEntitiesOfSelected(const cmd::ArgumentList& args)
{
PropagateSelectionToParentEntityWalker walker;
GlobalSceneGraph().root()->traverse(walker);
}
void mergeSelectedEntities(const cmd::ArgumentList& args)
{
// Check the current selection, must consist of group nodes only
scene::GroupNodeChecker walker;
GlobalSelectionSystem().foreachSelected(walker);
if (walker.onlyGroupsAreSelected() && walker.selectedGroupCount() > 1)
{
UndoableCommand cmd("mergeEntities");
scene::INodePtr newParent = walker.getFirstSelectedGroupNode();
// Gather all group nodes in the selection
GroupNodeCollector collector;
GlobalSelectionSystem().foreachSelected(collector);
// Traverse all group nodes using a ParentPrimitivesToEntityWalker
for (GroupNodeCollector::GroupNodeList::const_iterator i = collector.getList().begin();
i != collector.getList().end(); ++i)
{
if (*i == newParent) continue;
ParentPrimitivesToEntityWalker reparentor(newParent);
(*i)->traverseChildren(reparentor);
reparentor.reparent();
}
rMessage() << collector.getList().size() << " group nodes merged." << std::endl;
}
else
{
throw cmd::ExecutionNotPossible(_("Cannot merge entities, "
"the selection must consist of func_* entities only.\n"
"(The first selected entity will be preserved.)"));
}
}
void deleteAllSelectionGroupsCmd(const cmd::ArgumentList& args)
{
if (!GlobalMapModule().getRoot())
{
rError() << "No map loaded, cannot delete groups." << std::endl;
return;
}
UndoableCommand cmd("DeleteAllSelectionGroups");
getMapSelectionGroupManager().deleteAllSelectionGroups();
}
void groupSelectedCmd(const cmd::ArgumentList& args)
{
groupSelected();
}
void ungroupSelectedCmd(const cmd::ArgumentList& args)
{
ungroupSelected();
}
} // namespace algorithm
} // namespace selection