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#pragma once
#include <list>
#include <string>
#include "icommandsystem.h"
#include "iscenegraph.h"
#include "ientity.h"
#include "math/Vector3.h"
#include "math/AABB.h"
namespace selection
{
namespace algorithm
{
const char* const RKEY_FREE_OBJECT_ROTATION = "user/ui/rotateObjectsIndependently";
typedef std::list<std::string> ClassnameList;
/**
* greebo: This selects each visible entity in the subgraph whose classname matches
* the given list.
*/
class EntitySelectByClassnameWalker :
public scene::NodeVisitor
{
const ClassnameList& _classnames;
public:
EntitySelectByClassnameWalker(const ClassnameList& classnames);
bool pre(const scene::INodePtr& node);
private:
bool entityMatches(Entity* entity) const;
};
/**
* greebo: "Select All of Type" expands the selection to all items
* of similar type. The exact action depends on the current selection.
*
* For entities: all entities of the same classname as the selection are selected.
*
* For primitives: all items having the current shader (as selected in the texture
* browser) are selected.
*
* For faces: all faces carrying the current shader (as selected in the texture
* browser) are selected.
*/
void selectAllOfType(const cmd::ArgumentList& args);
/**
* greebo: Hides all selected nodes in the scene.
*/
void hideSelected(const cmd::ArgumentList& args);
/**
* greebo: Hides everything that is not selected.
*/
void hideDeselected(const cmd::ArgumentList& args);
/**
* greebo: Clears the hidden flag of all nodes in the scene.
*/
void showAllHidden(const cmd::ArgumentList& args);
/**
* greebo: Each selected item will be deselected and vice versa.
*/
void invertSelection(const cmd::ArgumentList& args);
/**
* greebo: Removes all selected nodes. If entities end up with
* no child nodes, the empty container is removed as well.
*
* Note: this is the command target, it triggers an UndoableCommand.
* Use deleteSelection() to just remove the selection without
* disrupting the undo stack.
*/
void deleteSelectionCmd(const cmd::ArgumentList& args);
/**
* greebo: Deletes all selected nodes including empty entities.
*
* Note: this command does not create an UndoableCommand, it only
* contains the deletion algorithm.
*/
void deleteSelection();
/**
* greebo: As the name says, these are the various selection routines.
*/
void selectInside(const cmd::ArgumentList& args);
void selectTouching(const cmd::ArgumentList& args);
void selectCompleteTall(const cmd::ArgumentList& args);
// Returns the center point of the current selection (or <0,0,0> if nothing selected).
Vector3 getCurrentSelectionCenter();
// Returns the AABB of the current selection (invalid bounds if nothing is selected).
// Use the bool to specify whether you want to have the light volumes calculated in
// in their entirety.
AABB getCurrentSelectionBounds(bool considerLightVolumes);
// Returns the AABB of the current selection (invalid bounds if nothing is selected).
// This will call getCurrentSelectionBounds(true) in its implementation.
AABB getCurrentSelectionBounds();
// Calculates the axis-aligned bounding box of the selection components.
AABB getCurrentComponentSelectionBounds();
/**
* Snaps the current (component) selection to the grid.
*/
void snapSelectionToGrid(const cmd::ArgumentList& args);
/**
* Connect the various events to the functions in this namespace
*/
void registerCommands();
} // namespace algorithm
} // namespace selection
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