Beispiel #1
0
        // Main selection routine
        //
        public override bool select(MSelectInfo selectInfo,
                                    MSelectionList selectionList,
                                    MPointArray worldSpaceSelectPts)
        {
            bool           selected          = false;
            bool           componentSelected = false;
            bool           hilited           = false;
            apiSimpleShape shapeNode         = surfaceShape as apiSimpleShape;

            if (shapeNode == null)
            {
                return(false);
            }
            hilited = (selectInfo.displayStatus == M3dView.DisplayStatus.kHilite);
            if (hilited)
            {
                componentSelected = selectVertices(selectInfo, selectionList, worldSpaceSelectPts);
                selected          = selected || componentSelected;
            }

            if (!selected)
            {
                // NOTE: If the geometry has an intersect routine it should
                // be called here with the selection ray to determine if the
                // the object was selected.

                selected = true;
                MSelectionMask priorityMask = new MSelectionMask(MSelectionMask.SelectionType.kSelectNurbsSurfaces);
                MSelectionList item         = new MSelectionList();
                item.add(selectInfo.selectPath);
                MPoint xformedPt;
                if (selectInfo.singleSelection)
                {
                    MPoint center = shapeNode.boundingBox().center;
                    xformedPt = center.multiply(selectInfo.selectPath.inclusiveMatrix);
                }
                else
                {
                    xformedPt = new MPoint();
                }

                selectInfo.addSelection(item, xformedPt, selectionList,
                                        worldSpaceSelectPts, priorityMask, false);
            }

            return(selected);
        }
Beispiel #2
0
        public override void getDrawRequests(MDrawInfo info,
                                             bool objectAndActiveOnly,
                                             MDrawRequestQueue queue)
        {
            apiSimpleShape shapeNode = surfaceShape as apiSimpleShape;

            if (shapeNode == null)
            {
                return;
            }

            // This call creates a prototype draw request that we can fill
            // in and then add to the draw queue.
            //
            MDrawRequest request = info.getPrototype(this);


            MDrawData    data;
            MVectorArray geomPtr = shapeNode.controlPoints;

            // Stuff our data into the draw request, it'll be used when the drawing
            // actually happens
            getDrawData(geomPtr, out data);

            request.setDrawData(data);

            // Decode the draw info and determine what needs to be drawn
            //

            M3dView.DisplayStyle  appearance    = info.displayStyle;
            M3dView.DisplayStatus displayStatus = info.displayStatus;

            switch (appearance)
            {
            case M3dView.DisplayStyle.kWireFrame:
            {
                request.token = (int)DrawShapeStyle.kDrawWireframe;

                M3dView.ColorTable activeColorTable  = M3dView.ColorTable.kActiveColors;
                M3dView.ColorTable dormantColorTable = M3dView.ColorTable.kDormantColors;

                switch (displayStatus)
                {
                case M3dView.DisplayStatus.kLead:
                    request.setColor(LEAD_COLOR, (int)activeColorTable);
                    break;

                case M3dView.DisplayStatus.kActive:
                    request.setColor(ACTIVE_COLOR, (int)activeColorTable);
                    break;

                case M3dView.DisplayStatus.kActiveAffected:
                    request.setColor(ACTIVE_AFFECTED_COLOR, (int)activeColorTable);
                    break;

                case M3dView.DisplayStatus.kDormant:
                    request.setColor(DORMANT_COLOR, (int)dormantColorTable);
                    break;

                case M3dView.DisplayStatus.kHilite:
                    request.setColor(HILITE_COLOR, (int)activeColorTable);
                    break;

                default:
                    break;
                }

                queue.add(request);

                break;
            }

            case M3dView.DisplayStyle.kGouraudShaded:
            {
                // Create the smooth shaded draw request
                //
                request.token = (int)DrawShapeStyle.kDrawSmoothShaded;

                // Need to get the material info
                //
                MDagPath  path     = info.multiPath;     // path to your dag object
                M3dView   view     = info.view;          // view to draw to
                MMaterial material = base.material(path);

                // Evaluate the material and if necessary, the texture.
                //
                material.evaluateMaterial(view, path);

                bool drawTexture = true;
                if (drawTexture && material.materialIsTextured)
                {
                    material.evaluateTexture(data);
                }

                request.material = material;

                bool materialTransparent = false;
                material.getHasTransparency(ref materialTransparent);
                if (materialTransparent)
                {
                    request.isTransparent = true;
                }

                queue.add(request);

                // create a draw request for wireframe on shaded if
                // necessary.
                //
                if ((displayStatus == M3dView.DisplayStatus.kActive) ||
                    (displayStatus == M3dView.DisplayStatus.kLead) ||
                    (displayStatus == M3dView.DisplayStatus.kHilite))
                {
                    MDrawRequest wireRequest = request;
                    wireRequest.setDrawData(data);
                    wireRequest.token        = (int)DrawShapeStyle.kDrawWireframeOnShaded;
                    wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame;

                    M3dView.ColorTable activeColorTable = M3dView.ColorTable.kActiveColors;

                    switch (displayStatus)
                    {
                    case M3dView.DisplayStatus.kLead:
                        wireRequest.setColor(LEAD_COLOR, (int)activeColorTable);
                        break;

                    case M3dView.DisplayStatus.kActive:
                        wireRequest.setColor(ACTIVE_COLOR, (int)activeColorTable);
                        break;

                    case M3dView.DisplayStatus.kHilite:
                        wireRequest.setColor(HILITE_COLOR, (int)activeColorTable);
                        break;

                    default:
                        break;
                    }

                    queue.add(wireRequest);
                }

                break;
            }

            case M3dView.DisplayStyle.kFlatShaded:
                request.token = (int)DrawShapeStyle.kDrawFlatShaded;
                break;

            default:
                break;
            }

            // Add draw requests for components
            //
            if (!objectAndActiveOnly)
            {
                // Inactive components
                //
                if ((appearance == M3dView.DisplayStyle.kPoints) ||
                    (displayStatus == M3dView.DisplayStatus.kHilite))
                {
                    MDrawRequest vertexRequest = request;
                    vertexRequest.setDrawData(data);
                    vertexRequest.token = (int)DrawShapeStyle.kDrawVertices;
                    vertexRequest.setColor(DORMANT_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors);

                    queue.add(vertexRequest);
                }

                // Active components
                //
                if (shapeNode.hasActiveComponents)
                {
                    MDrawRequest activeVertexRequest = request;
                    activeVertexRequest.setDrawData(data);
                    activeVertexRequest.token = (int)DrawShapeStyle.kDrawVertices;
                    activeVertexRequest.setColor(ACTIVE_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors);

                    MObjectArray clist           = shapeNode.activeComponents;
                    MObject      vertexComponent = clist[0]; // Should filter list
                    activeVertexRequest.component = vertexComponent;

                    queue.add(activeVertexRequest);
                }
            }
        }
Beispiel #3
0
        public bool selectVertices(MSelectInfo selectInfo,
                                   MSelectionList selectionList,
                                   MPointArray worldSpaceSelectPts)
        {
            bool    selected = false;
            M3dView view     = selectInfo.view;

            MPoint xformedPoint;
            MPoint currentPoint = new MPoint();
            MPoint selectionPoint = new MPoint();
            double z, previousZ = 0.0;
            int    closestPointVertexIndex = -1;

            MDagPath path = selectInfo.multiPath;

            // Create a component that will store the selected vertices
            //
            MFnSingleIndexedComponent fnComponent = new MFnSingleIndexedComponent();
            MObject surfaceComponent = fnComponent.create(MFn.Type.kMeshVertComponent);
            int     vertexIndex;

            // if the user did a single mouse click and we find > 1 selection
            // we will use the alignmentMatrix to find out which is the closest
            //
            MMatrix alignmentMatrix = new MMatrix();
            MPoint  singlePoint     = new MPoint();
            bool    singleSelection = selectInfo.singleSelection;

            if (singleSelection)
            {
                alignmentMatrix = selectInfo.alignmentMatrix;
            }

            // Get the geometry information
            //
            apiSimpleShape shape = surfaceShape as apiSimpleShape;
            MVectorArray   geom  = shape.controlPoints;


            // Loop through all vertices of the mesh and
            // see if they lie withing the selection area
            //
            int numVertices = (int)geom.length;

            for (vertexIndex = 0; vertexIndex < numVertices; vertexIndex++)
            {
                MVector point = geom[vertexIndex];

                // Sets OpenGL's render mode to select and stores
                // selected items in a pick buffer
                //
                view.beginSelect();

                OpenGL.glBegin(OpenGL.GL_POINTS);
                OpenGL.glVertex3f((float)point[0],
                                  (float)point[1],
                                  (float)point[2]);
                OpenGL.glEnd();

                if (view.endSelect() > 0) // Hit count > 0
                {
                    selected = true;

                    if (singleSelection)
                    {
                        xformedPoint = currentPoint;
                        xformedPoint.homogenize();
                        xformedPoint = xformedPoint.multiply(alignmentMatrix);
                        z            = xformedPoint.z;
                        if (closestPointVertexIndex < 0 || z > previousZ)
                        {
                            closestPointVertexIndex = vertexIndex;
                            singlePoint             = currentPoint;
                            previousZ = z;
                        }
                    }
                    else
                    {
                        // multiple selection, store all elements
                        //
                        fnComponent.addElement(vertexIndex);
                    }
                }
            }

            // If single selection, insert the closest point into the array
            //
            if (selected && selectInfo.singleSelection)
            {
                fnComponent.addElement(closestPointVertexIndex);

                // need to get world space position for this vertex
                //
                selectionPoint = singlePoint;
                selectionPoint = selectionPoint.multiply(path.inclusiveMatrix);
            }

            // Add the selected component to the selection list
            //
            if (selected)
            {
                MSelectionList selectionItem = new MSelectionList();
                selectionItem.add(path, surfaceComponent);

                MSelectionMask mask = new MSelectionMask(MSelectionMask.SelectionType.kSelectComponentsMask);
                selectInfo.addSelection(
                    selectionItem, selectionPoint,
                    selectionList, worldSpaceSelectPts,
                    mask, true);
            }

            return(selected);
        }