示例#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);
        }
示例#2
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;
        }
示例#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);
        }