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RadiantSelectionSystem.cpp
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RadiantSelectionSystem.cpp
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#include "RadiantSelectionSystem.h"
#include "i18n.h"
#include "iundo.h"
#include "igrid.h"
#include "igl.h"
#include "iselectiongroup.h"
#include "iradiant.h"
#include "ipreferencesystem.h"
#include "selection/SelectionPool.h"
#include "module/StaticModule.h"
#include "brush/csg/CSG.h"
#include "selection/algorithm/General.h"
#include "selection/algorithm/Primitives.h"
#include "selection/algorithm/Transformation.h"
#include "SceneWalkers.h"
#include "SelectionTestWalkers.h"
#include "command/ExecutionFailure.h"
#include "string/case_conv.h"
#include "messages/UnselectSelectionRequest.h"
#include "messages/ManipulatorModeToggleRequest.h"
#include "messages/ComponentSelectionModeToggleRequest.h"
#include "manipulators/DragManipulator.h"
#include "manipulators/ClipManipulator.h"
#include "manipulators/RotateManipulator.h"
#include "manipulators/TranslateManipulator.h"
#include "manipulators/ModelScaleManipulator.h"
#include <functional>
namespace selection
{
// --------- RadiantSelectionSystem Implementation ------------------------------------------
RadiantSelectionSystem::RadiantSelectionSystem() :
_requestWorkZoneRecalculation(true),
_defaultManipulatorType(IManipulator::Drag),
_mode(ePrimitive),
_componentMode(ComponentSelectionMode::Default),
_countPrimitive(0),
_countComponent(0)
{}
const SelectionInfo& RadiantSelectionSystem::getSelectionInfo() {
return _selectionInfo;
}
void RadiantSelectionSystem::addObserver(Observer* observer)
{
if (observer != nullptr)
{
// Add the passed observer to the list
_observers.insert(observer);
}
}
void RadiantSelectionSystem::removeObserver(Observer* observer)
{
_observers.erase(observer);
}
void RadiantSelectionSystem::notifyObservers(const scene::INodePtr& node, bool isComponent)
{
// Cycle through the list of observers and call the moved method
for (ObserverList::iterator i = _observers.begin(); i != _observers.end(); )
{
(*i++)->selectionChanged(node, isComponent);
}
}
void RadiantSelectionSystem::testSelectScene(SelectablesList& targetList, SelectionTest& test,
const VolumeTest& view, SelectionSystem::EMode mode, ComponentSelectionMode componentMode)
{
// The (temporary) storage pool
SelectionPool selector;
SelectionPool sel2;
switch(mode)
{
case eEntity:
{
// Instantiate a walker class which is specialised for selecting entities
EntitySelector entityTester(selector, test);
GlobalSceneGraph().foreachVisibleNodeInVolume(view, entityTester);
std::for_each(selector.begin(), selector.end(), [&](const auto& p) { targetList.push_back(p.second); });
}
break;
case ePrimitive:
{
// Do we have a camera view (filled rendering?)
if (view.fill() || !higherEntitySelectionPriority())
{
// Test for any visible elements (primitives, entities), but don't select child primitives
AnySelector anyTester(selector, test);
GlobalSceneGraph().foreachVisibleNodeInVolume(view, anyTester);
}
else
{
// We have an orthoview, here, select entities first
// First, obtain all the selectable entities
EntitySelector entityTester(selector, test);
GlobalSceneGraph().foreachVisibleNodeInVolume(view, entityTester);
// Now retrieve all the selectable primitives
PrimitiveSelector primitiveTester(sel2, test);
GlobalSceneGraph().foreachVisibleNodeInVolume(view, primitiveTester);
}
// Add the first selection crop to the target vector
std::for_each(selector.begin(), selector.end(), [&](const auto& p) { targetList.push_back(p.second); });
// Add the secondary crop to the vector (if it has any entries)
for (SelectionPool::const_iterator i = sel2.begin(); i != sel2.end(); ++i) {
// Check for duplicates
SelectablesList::iterator j;
for (j = targetList.begin(); j != targetList.end(); ++j) {
if (*j == i->second) break;
}
// Insert if not yet in the list
if (j == targetList.end()) {
targetList.push_back(i->second);
}
}
}
break;
case eGroupPart:
{
// Retrieve all the selectable primitives of group nodes
GroupChildPrimitiveSelector primitiveTester(selector, test);
GlobalSceneGraph().foreachVisibleNodeInVolume(view, primitiveTester);
// Add the selection crop to the target vector
std::for_each(selector.begin(), selector.end(), [&](const auto& p) { targetList.push_back(p.second); });
}
break;
case eComponent:
{
ComponentSelector selectionTester(selector, test, componentMode);
SelectionSystem::foreachSelected(selectionTester);
std::for_each(selector.begin(), selector.end(), [&](const auto& p) { targetList.push_back(p.second); });
}
break;
case eMergeAction:
{
MergeActionSelector tester(selector, test);
GlobalSceneGraph().foreachVisibleNodeInVolume(view, tester);
// Add the selection crop to the target vector
std::for_each(selector.begin(), selector.end(), [&](const auto& p) { targetList.push_back(p.second); });
}
break;
} // switch
}
/* greebo: This is true if nothing is selected (either in component mode or in primitive mode)
*/
bool RadiantSelectionSystem::nothingSelected() const
{
return (Mode() == eComponent && _countComponent == 0) ||
(Mode() == ePrimitive && _countPrimitive == 0) ||
(Mode() == eGroupPart && _countPrimitive == 0);
}
void RadiantSelectionSystem::pivotChanged()
{
_pivot.setNeedsRecalculation(true);
SceneChangeNotify();
}
void RadiantSelectionSystem::pivotChangedSelection(const ISelectable& selectable) {
pivotChanged();
}
bool RadiantSelectionSystem::higherEntitySelectionPriority() const
{
return registry::getValue<bool>(RKEY_HIGHER_ENTITY_PRIORITY);
}
// Sets the current selection mode (Entity, Component or Primitive)
void RadiantSelectionSystem::SetMode(SelectionSystem::EMode mode)
{
// Only change something if the mode has actually changed
if (_mode != mode)
{
_mode = mode;
pivotChanged();
_sigSelectionModeChanged.emit(_mode);
}
}
// returns the currently active mode
SelectionSystem::EMode RadiantSelectionSystem::Mode() const {
return _mode;
}
// Set the current component mode to <mode>
void RadiantSelectionSystem::SetComponentMode(ComponentSelectionMode mode)
{
if (_componentMode != mode)
{
_componentMode = mode;
_sigComponentModeChanged.emit(_componentMode);
}
}
// returns the current component mode
ComponentSelectionMode RadiantSelectionSystem::ComponentMode() const
{
return _componentMode;
}
sigc::signal<void, SelectionSystem::EMode>& RadiantSelectionSystem::signal_selectionModeChanged()
{
return _sigSelectionModeChanged;
}
sigc::signal<void, ComponentSelectionMode>& RadiantSelectionSystem::signal_componentModeChanged()
{
return _sigComponentModeChanged;
}
std::size_t RadiantSelectionSystem::registerManipulator(const ISceneManipulator::Ptr& manipulator)
{
std::size_t newId = 1;
while (_manipulators.count(newId) > 0)
{
++newId;
if (newId == std::numeric_limits<std::size_t>::max())
{
throw std::runtime_error("Out of manipulator IDs");
}
}
_manipulators.emplace(newId, manipulator);
manipulator->setId(newId);
if (!_activeManipulator)
{
_activeManipulator = manipulator;
}
return newId;
}
void RadiantSelectionSystem::unregisterManipulator(const ISceneManipulator::Ptr& manipulator)
{
for (Manipulators::const_iterator i = _manipulators.begin(); i != _manipulators.end(); ++i)
{
if (i->second == manipulator)
{
i->second->setId(0);
_manipulators.erase(i);
return;
}
}
}
IManipulator::Type RadiantSelectionSystem::getActiveManipulatorType()
{
return _activeManipulator->getType();
}
const ISceneManipulator::Ptr& RadiantSelectionSystem::getActiveManipulator()
{
return _activeManipulator;
}
void RadiantSelectionSystem::setActiveManipulator(std::size_t manipulatorId)
{
Manipulators::const_iterator found = _manipulators.find(manipulatorId);
if (found == _manipulators.end())
{
rError() << "Cannot activate non-existent manipulator ID " << manipulatorId << std::endl;
return;
}
// Remove any visuals from the previous manipulator
if (_activeManipulator)
{
_activeManipulator->clearRenderables();
}
_activeManipulator = found->second;
// Release the user lock when switching manipulators
_pivot.setUserLocked(false);
pivotChanged();
}
void RadiantSelectionSystem::setActiveManipulator(IManipulator::Type manipulatorType)
{
for (const Manipulators::value_type& pair : _manipulators)
{
if (pair.second->getType() == manipulatorType)
{
_activeManipulator = pair.second;
// Release the user lock when switching manipulators
_pivot.setUserLocked(false);
pivotChanged();
return;
}
}
rError() << "Cannot activate non-existent manipulator by type " << manipulatorType << std::endl;
}
sigc::signal<void, selection::IManipulator::Type>& RadiantSelectionSystem::signal_activeManipulatorChanged()
{
return _sigActiveManipulatorChanged;
}
// return the number of selected primitives
std::size_t RadiantSelectionSystem::countSelected() const {
return _countPrimitive;
}
// return the number of selected components
std::size_t RadiantSelectionSystem::countSelectedComponents() const {
return _countComponent;
}
// This is called if the selection changes, so that the local list of selected nodes can be updated
void RadiantSelectionSystem::onSelectedChanged(const scene::INodePtr& node, const ISelectable& selectable)
{
// Cache the selection state
bool isSelected = selectable.isSelected();
int delta = isSelected ? +1 : -1;
_countPrimitive += delta;
_selectionInfo.totalCount += delta;
if (Node_isPatch(node))
{
_selectionInfo.patchCount += delta;
}
else if (Node_isBrush(node))
{
_selectionInfo.brushCount += delta;
}
else
{
_selectionInfo.entityCount += delta;
}
// If the selectable is selected, add it to the local selection list, otherwise remove it
if (isSelected)
{
_selection.append(node);
}
else
{
_selection.erase(node);
}
// greebo: Moved this here, the selectionInfo structure should be up to date before calling this
_sigSelectionChanged(selectable);
// Notify observers, FALSE = primitive selection change
notifyObservers(node, false);
// Check if the number of selected primitives in the list matches the value of the selection counter
ASSERT_MESSAGE(_selection.size() == _countPrimitive, "selection-tracking error");
_requestWorkZoneRecalculation = true;
// When everything is deselected, release the pivot user lock
if (_selection.empty())
{
_pivot.setUserLocked(false);
}
}
// greebo: This should be called "onComponentSelectionChanged", as it is a similar function of the above one
// Updates the internal list of component nodes if the component selection gets changed
void RadiantSelectionSystem::onComponentSelection(const scene::INodePtr& node, const ISelectable& selectable)
{
int delta = selectable.isSelected() ? +1 : -1;
_countComponent += delta;
_selectionInfo.totalCount += delta;
_selectionInfo.componentCount += delta;
// If the instance got selected, add it to the list, otherwise remove it
if (selectable.isSelected()) {
_componentSelection.append(node);
}
else {
_componentSelection.erase(node);
}
// Moved here, since the _selectionInfo struct needs to be up to date
_sigSelectionChanged(selectable);
// Notify observers, TRUE => this is a component selection change
notifyObservers(node, true);
// Check if the number of selected components in the list matches the value of the selection counter
ASSERT_MESSAGE(_componentSelection.size() == _countComponent, "component selection-tracking error");
_requestWorkZoneRecalculation = true;
if (_componentSelection.empty())
{
_pivot.setUserLocked(false);
}
}
// Returns the last instance in the list (if the list is not empty)
scene::INodePtr RadiantSelectionSystem::ultimateSelected()
{
ASSERT_MESSAGE(_selection.size() > 0, "no instance selected");
return _selection.ultimate();
}
// Returns the instance before the last instance in the list (second from the end)
scene::INodePtr RadiantSelectionSystem::penultimateSelected()
{
ASSERT_MESSAGE(_selection.size() > 1, "only one instance selected");
return _selection.penultimate();
}
// Deselect or select all the instances in the scenegraph and notify the manipulator class as well
void RadiantSelectionSystem::setSelectedAll(bool selected)
{
GlobalSceneGraph().foreachNode([&] (const scene::INodePtr& node)->bool
{
Node_setSelected(node, selected);
return true;
});
_activeManipulator->setSelected(selected);
}
// Deselect or select all the component instances in the scenegraph and notify the manipulator class as well
void RadiantSelectionSystem::setSelectedAllComponents(bool selected)
{
const scene::INodePtr& root = GlobalSceneGraph().root();
if (root)
{
// Select all components in the scene, be it vertices, edges or faces
root->foreachNode([&] (const scene::INodePtr& node)->bool
{
ComponentSelectionTestablePtr componentSelectionTestable = Node_getComponentSelectionTestable(node);
if (componentSelectionTestable)
{
componentSelectionTestable->setSelectedComponents(selected, ComponentSelectionMode::Vertex);
componentSelectionTestable->setSelectedComponents(selected, ComponentSelectionMode::Edge);
componentSelectionTestable->setSelectedComponents(selected, ComponentSelectionMode::Face);
}
return true;
});
}
_activeManipulator->setSelected(selected);
}
// Traverse the current selection components and visit them with the given visitor class
void RadiantSelectionSystem::foreachSelectedComponent(const Visitor& visitor)
{
for (SelectionListType::const_iterator i = _componentSelection.begin();
i != _componentSelection.end();
/* in-loop increment */)
{
visitor.visit((i++)->first);
}
}
void RadiantSelectionSystem::foreachSelected(const std::function<void(const scene::INodePtr&)>& functor)
{
for (SelectionListType::const_iterator i = _selection.begin();
i != _selection.end();
/* in-loop increment */)
{
functor((i++)->first);
}
}
void RadiantSelectionSystem::foreachSelectedComponent(const std::function<void(const scene::INodePtr&)>& functor)
{
for (SelectionListType::const_iterator i = _componentSelection.begin();
i != _componentSelection.end();
/* in-loop increment */)
{
functor((i++)->first);
}
}
void RadiantSelectionSystem::foreachBrush(const std::function<void(Brush&)>& functor)
{
BrushSelectionWalker walker(functor);
for (SelectionListType::const_iterator i = _selection.begin();
i != _selection.end();
/* in-loop increment */)
{
walker.visit((i++)->first); // Handles group nodes recursively
}
}
void RadiantSelectionSystem::foreachFace(const std::function<void(IFace&)>& functor)
{
FaceSelectionWalker walker(functor);
for (SelectionListType::const_iterator i = _selection.begin();
i != _selection.end();
/* in-loop increment */)
{
walker.visit((i++)->first); // Handles group nodes recursively
}
// Handle the component selection too
algorithm::forEachSelectedFaceComponent(functor);
}
void RadiantSelectionSystem::foreachPatch(const std::function<void(IPatch&)>& functor)
{
PatchSelectionWalker walker(functor);
for (SelectionListType::const_iterator i = _selection.begin();
i != _selection.end();
/* in-loop increment */)
{
walker.visit((i++)->first); // Handles group nodes recursively
}
}
std::size_t RadiantSelectionSystem::getSelectedFaceCount()
{
return FaceInstance::Selection().size();
}
IFace& RadiantSelectionSystem::getSingleSelectedFace()
{
if (getSelectedFaceCount() == 1)
{
return FaceInstance::Selection().back()->getFace();
}
else
{
throw cmd::ExecutionFailure(string::to_string(getSelectedFaceCount()));
}
}
// Hub function for "deselect all", this passes the deselect call to the according functions
void RadiantSelectionSystem::deselectAll() {
if (Mode() == eComponent) {
setSelectedAllComponents(false);
}
else {
setSelectedAll(false);
}
}
void RadiantSelectionSystem::selectPoint(SelectionTest& test, EModifier modifier, bool face)
{
// If the user is holding the replace modifiers (default: Alt-Shift), deselect the current selection
if (modifier == SelectionSystem::eReplace) {
if (face) {
setSelectedAllComponents(false);
}
else {
deselectAll();
}
}
// The possible candidates are stored in the SelectablesSet
SelectablesList candidates;
if (face)
{
SelectionPool selector;
ComponentSelector selectionTester(selector, test, ComponentSelectionMode::Face);
GlobalSceneGraph().foreachVisibleNodeInVolume(test.getVolume(), selectionTester);
// Load them all into the vector
for (SelectionPool::const_iterator i = selector.begin(); i != selector.end(); ++i)
{
candidates.push_back(i->second);
}
}
else {
testSelectScene(candidates, test, test.getVolume(), Mode(), ComponentMode());
}
// Was the selection test successful (have we found anything to select)?
performPointSelection(candidates, modifier);
onSelectionPerformed();
}
namespace algorithm
{
// If the selectable is a GroupSelectable, the respective callback is used
inline void setSelectionStatus(ISelectable* selectable, bool selected)
{
IGroupSelectable* groupSelectable = dynamic_cast<IGroupSelectable*>(selectable);
if (groupSelectable)
{
groupSelectable->setSelected(selected, true); // propagate selection state to group peers
}
else
{
selectable->setSelected(selected);
}
}
}
void RadiantSelectionSystem::performPointSelection(const SelectablesList& candidates, EModifier modifier)
{
if (candidates.empty()) return;
// Yes, now determine how we should interpret the click
switch (modifier)
{
// If we are in toggle mode (Shift-Left-Click by default), just toggle the
// selection of the "topmost" item
case eToggle:
{
ISelectable* best = candidates.front();
// toggle selection of the object with least depth (=first in the list)
algorithm::setSelectionStatus(best, !best->isSelected());
}
break;
// greebo: eReplace mode gets active as soon as the user holds the replace modifiers down
// and clicks (by default: Alt-Shift). eReplace is only active during the first click
// afterwards we are in cycle mode.
// if cycle mode not enabled, enable it
case eReplace:
{
// select closest (=first in the list)
algorithm::setSelectionStatus(candidates.front(), true);
}
break;
// select the next object in the list from the one already selected
// greebo: eCycle is set if the user keeps holding the replace modifiers (Alt-Shift)
// and does NOT move the mouse between the clicks, otherwise we fall back into eReplace mode
// Note: The mode is set in SelectObserver::testSelect()
case eCycle:
{
// Cycle through the selection pool and activate the item right after the currently selected
SelectablesList::const_iterator i = candidates.begin();
while (i != candidates.end())
{
if ((*i)->isSelected())
{
// unselect the currently selected one
algorithm::setSelectionStatus(*i, false);
//(*i)->setSelected(false);
// check if there is a "next" item in the list, if not: select the first item
++i;
if (i != candidates.end())
{
algorithm::setSelectionStatus(*i, true);
//(*i)->setSelected(true);
}
else
{
algorithm::setSelectionStatus(candidates.front(), true);
//candidates.front()->setSelected(true);
}
break;
}
++i;
}
}
break;
default:
break;
};
}
void RadiantSelectionSystem::selectArea(SelectionTest& test, SelectionSystem::EModifier modifier, bool face)
{
// If we are in replace mode, deselect all the components or previous selections
if (modifier == SelectionSystem::eReplace)
{
if (face)
{
setSelectedAllComponents(false);
}
else
{
deselectAll();
}
}
// The posssible candidates go here
SelectionPool pool;
SelectablesList candidates;
if (face)
{
ComponentSelector selectionTester(pool, test, ComponentSelectionMode::Face);
GlobalSceneGraph().foreachVisibleNodeInVolume(test.getVolume(), selectionTester);
// Load them all into the vector
for (SelectionPool::const_iterator i = pool.begin(); i != pool.end(); ++i)
{
candidates.push_back(i->second);
}
}
else
{
testSelectScene(candidates, test, test.getVolume(), Mode(), ComponentMode());
}
// Since toggling a selectable might trigger a group-selection
// we need to keep track of the desired state of each selectable
typedef std::map<ISelectable*, bool> SelectablesMap;
SelectablesMap selectableStates;
for (ISelectable* selectable : candidates)
{
bool desiredState = !(modifier == SelectionSystem::eToggle && selectable->isSelected());
selectableStates.insert(SelectablesMap::value_type(selectable, desiredState));
}
for (const auto& state : selectableStates)
{
algorithm::setSelectionStatus(state.first, state.second);
}
onSelectionPerformed();
}
void RadiantSelectionSystem::onSelectionPerformed()
{
// #5460: To fix the workzone not being recalculated when the selection changes,
// invoke getWorkZone() here. Since the core binary doesn't have any idle processing
// anymore, we need to recalculate the workzone after the user is done selecting
getWorkZone();
}
void RadiantSelectionSystem::onManipulationStart()
{
// Save the pivot state now that the transformation is starting
_pivot.beginOperation();
}
void RadiantSelectionSystem::onManipulationChanged()
{
_requestWorkZoneRecalculation = true;
GlobalSceneGraph().sceneChanged();
}
void RadiantSelectionSystem::onManipulationEnd()
{
GlobalSceneGraph().foreachNode(scene::freezeTransformableNode);
_pivot.endOperation();
// The selection bounds have possibly changed
_requestWorkZoneRecalculation = true;
const auto& activeManipulator = getActiveManipulator();
assert(activeManipulator);
// greebo: Deselect all faces if we are in brush and drag mode
if ((Mode() == SelectionSystem::ePrimitive || Mode() == SelectionSystem::eGroupPart) &&
activeManipulator->getType() == selection::IManipulator::Drag)
{
SelectAllComponentWalker faceSelector(false, ComponentSelectionMode::Face);
GlobalSceneGraph().root()->traverse(faceSelector);
}
// Remove all degenerated brushes from the scene graph (should emit a warning)
SelectionSystem::foreachSelected(RemoveDegenerateBrushWalker());
pivotChanged();
activeManipulator->setSelected(false);
GlobalSceneGraph().sceneChanged();
}
void RadiantSelectionSystem::onManipulationCancelled()
{
const auto& activeManipulator = getActiveManipulator();
assert(activeManipulator);
// Unselect any currently selected manipulators to be sure
activeManipulator->setSelected(false);
// Tell all the scene objects to revert their transformations
foreachSelected([](const scene::INodePtr& node)
{
ITransformablePtr transform = scene::node_cast<ITransformable>(node);
if (transform)
{
transform->revertTransform();
}
// In case of entities, we need to inform the child nodes as well
if (Node_getEntity(node))
{
node->foreachNode([&](const scene::INodePtr& child)
{
ITransformablePtr transform = scene::node_cast<ITransformable>(child);
if (transform)
{
transform->revertTransform();
}
return true;
});
}
});
// greebo: Deselect all faces if we are in brush and drag mode
if (Mode() == SelectionSystem::ePrimitive && activeManipulator->getType() == selection::IManipulator::Drag)
{
SelectAllComponentWalker faceSelector(false, ComponentSelectionMode::Face);
GlobalSceneGraph().root()->traverse(faceSelector);
}
_pivot.cancelOperation();
pivotChanged();
}
void RadiantSelectionSystem::renderWireframe(IRenderableCollector& collector, const VolumeTest& volume) const
{
renderSolid(collector, volume);
}
const Matrix4& RadiantSelectionSystem::getPivot2World()
{
return _pivot.getMatrix4();
}
void RadiantSelectionSystem::captureShaders()
{
TranslateManipulator::_stateWire = GlobalRenderSystem().capture("$WIRE_OVERLAY");
TranslateManipulator::_stateFill = GlobalRenderSystem().capture("$FLATSHADE_OVERLAY");
}
void RadiantSelectionSystem::releaseShaders()
{
TranslateManipulator::_stateWire.reset();
TranslateManipulator::_stateFill.reset();
}
const WorkZone& RadiantSelectionSystem::getWorkZone()
{
// Check if we should recalculate the workzone
if (_requestWorkZoneRecalculation)
{
_requestWorkZoneRecalculation = false;
// When no items are selected, leave a (valid) workzone alone to allow
// for creation of new elements within the bounds of a previous selection
if (_selectionInfo.totalCount > 0 || !_workZone.bounds.isValid())
{
// Recalculate the workzone based on the current selection
AABB bounds = algorithm::getCurrentSelectionBounds();
if (bounds.isValid())
{
_workZone.max = bounds.origin + bounds.extents;
_workZone.min = bounds.origin - bounds.extents;
}
else
{
// A zero-sized workzone doesn't make much sense, set to default
_workZone.max = Vector3(64, 64, 64);
_workZone.min = Vector3(-64, -64, -64);
}
_workZone.bounds = bounds;
}
}
return _workZone;
}
Vector3 RadiantSelectionSystem::getCurrentSelectionCenter()
{
return algorithm::getCurrentSelectionCenter();
}
void RadiantSelectionSystem::onPreRender(const VolumeTest& volume)
{
if (!nothingSelected())
{
auto renderSystem = GlobalMapModule().getRoot()->getRenderSystem();
if (renderSystem)
{
_activeManipulator->onPreRender(renderSystem, volume);
}
else
{
_activeManipulator->clearRenderables();
}
}
else
{
_activeManipulator->clearRenderables();
}
}
/* greebo: Renders the currently active manipulator by setting the render state and
* calling the manipulator's render method
*/
void RadiantSelectionSystem::renderSolid(IRenderableCollector& collector, const VolumeTest& volume) const
{
#if 0
if (!nothingSelected())
{
collector.setHighlightFlag(IRenderableCollector::Highlight::Faces, false);
collector.setHighlightFlag(IRenderableCollector::Highlight::Primitives, false);
_activeManipulator->render(collector, volume);
}
#endif
}
void RadiantSelectionSystem::onSceneBoundsChanged()
{
// The bounds of the scenegraph have (possibly) changed
pivotChanged();
_requestWorkZoneRecalculation = true;
}
const std::string& RadiantSelectionSystem::getName() const
{
static std::string _name(MODULE_SELECTIONSYSTEM);
return _name;
}
const StringSet& RadiantSelectionSystem::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_RENDERSYSTEM);
_dependencies.insert(MODULE_XMLREGISTRY);
_dependencies.insert(MODULE_GRID);
_dependencies.insert(MODULE_SCENEGRAPH);
_dependencies.insert(MODULE_MAP);
_dependencies.insert(MODULE_PREFERENCESYSTEM);
_dependencies.insert(MODULE_OPENGL);
}
return _dependencies;
}
void RadiantSelectionSystem::initialiseModule(const IApplicationContext& ctx)
{
rMessage() << getName() << "::initialiseModule called." << std::endl;
captureShaders();
_pivot.initialise();
// Add manipulators
registerManipulator(std::make_shared<DragManipulator>(_pivot));
registerManipulator(std::make_shared<ClipManipulator>());
registerManipulator(std::make_shared<TranslateManipulator>(_pivot, 2, 64.0f));
registerManipulator(std::make_shared<RotateManipulator>(_pivot, 8, 64.0f));
registerManipulator(std::make_shared<ModelScaleManipulator>(_pivot));