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<h1>The multiSelect example</h1>
<center>
<img src="../images/multiSelect.jpg" width="330" height="228" alt="multiSelect"/>
</center>
<p>
Customized <code>select()</code> function that enables the selection of several objects.
</p>
<p>
Object selection is preformed using the left mouse button. Press <b>Shift</b> to add objects to
the selection, and <b>Alt</b> to remove objects from the selection.
</p>
<p>
Individual objects (click on them) as well as rectangular regions (click and drag mouse) can be
selected. To do this, the selection region size is modified and the <code>endSelection()</code>
function has been overloaded so that <i>all</i> the objects of the region are taken into account
(the default implementation only selects the closest object).
</p>
<p>
The selected objects can then be manipulated by pressing the <b>Control</b> key. Other set
operations (parameter edition, deletion...) can also easily be applied to the selected objects.
</p>
<p>
Since we use gluCylinder
</p>
<h2>multiSelect.h</h2>
<pre>
#include "QGLViewer/qglviewer.h"
#include "object.h"
class Viewer : public QGLViewer {
public:
Viewer();
protected:
virtual void draw();
virtual void init();
virtual QString helpString() const;
// Selection functions
virtual void drawWithNames();
virtual void endSelection(const QPoint &);
// Mouse events functions
virtual void mousePressEvent(QMouseEvent *e);
virtual void mouseMoveEvent(QMouseEvent *e);
virtual void mouseReleaseEvent(QMouseEvent *e);
private:
void startManipulation();
void drawSelectionRectangle() const;
void addIdToSelection(int id);
void removeIdFromSelection(int id);
// Current rectangular selection
QRect rectangle_;
// Different selection modes
enum SelectionMode { NONE, ADD, REMOVE };
SelectionMode selectionMode_;
QList<Object *> objects_;
QList<int> selection_;
};
</pre>
<h2>multiSelect.cpp</h2>
<pre>
#include "multiSelect.h"
#include "manipulatedFrameSetConstraint.h"
#include <QGLViewer/manipulatedFrame.h>
#include <QMouseEvent>
using namespace qglviewer;
Viewer::Viewer() {
selectionMode_ = NONE;
// Fill the scene with objects positionned on a regular grid.
// Consider increasing selectBufferSize() if you use more objects.
const int nb = 10;
for (int i = -nb; i <= nb; ++i)
for (int j = -nb; j <= nb; ++j) {
Object *o = new Object();
o->frame.setPosition(Vec(i / float(nb), j / float(nb), 0.0));
objects_.append(o);
}
}
void Viewer::init() {
// A ManipulatedFrameSetConstraint will apply displacements to the selection
setManipulatedFrame(new ManipulatedFrame());
manipulatedFrame()->setConstraint(new ManipulatedFrameSetConstraint());
// Used to display semi-transparent relection rectangle
glBlendFunc(GL_ONE, GL_ONE);
restoreStateFromFile();
help();
}
QString Viewer::helpString() const {
QString text("<h2>m u l t i S e l e c t </h2>");
text += "This example illustrates an application of the "
"<code>select()</code> function that ";
text += "enables the selection of several objects.<br><br>";
text += "Object selection is preformed using the left mouse button. Press "
"<b>Shift</b> to add objects ";
text += "to the selection, and <b>Alt</b> to remove objects from the "
"selection.<br><br>";
text += "Individual objects (click on them) as well as rectangular regions "
"(click and drag mouse) can be selected. ";
text += "To do this, the selection region size is modified and the "
"<code>endSelection()</code> function ";
text += "has been overloaded so that <i>all</i> the objects of the region "
"are taken into account ";
text +=
"(the default implementation only selects the closest object).<br><br>";
text += "The selected objects can then be manipulated by pressing the "
"<b>Control</b> key. ";
text += "Other set operations (parameter edition, deletion...) can also "
"easily be applied to the selected objects.";
return text;
}
// D r a w i n g f u n c t i o n
void Viewer::draw() {
// Draws selected objects only.
glColor3f(0.9f, 0.3f, 0.3f);
for (QList<int>::const_iterator it = selection_.begin(),
end = selection_.end();
it != end; ++it)
objects_.at(*it)->draw();
// Draws all the objects. Selected ones are not repainted because of GL depth
// test.
glColor3f(0.8f, 0.8f, 0.8f);
for (int i = 0; i < int(objects_.size()); i++)
objects_.at(i)->draw();
// Draws manipulatedFrame (the set's rotation center)
if (manipulatedFrame()->isManipulated()) {
glPushMatrix();
glMultMatrixd(manipulatedFrame()->matrix());
drawAxis(0.5);
glPopMatrix();
}
// Draws rectangular selection area. Could be done in postDraw() instead.
if (selectionMode_ != NONE)
drawSelectionRectangle();
}
// C u s t o m i z e d m o u s e e v e n t s
void Viewer::mousePressEvent(QMouseEvent *e) {
// Start selection. Mode is ADD with Shift key and TOGGLE with Alt key.
rectangle_ = QRect(e->pos(), e->pos());
if ((e->button() == Qt::LeftButton) && (e->modifiers() == Qt::ShiftModifier))
selectionMode_ = ADD;
else if ((e->button() == Qt::LeftButton) &&
(e->modifiers() == Qt::AltModifier))
selectionMode_ = REMOVE;
else {
if (e->modifiers() == Qt::ControlModifier)
startManipulation();
QGLViewer::mousePressEvent(e);
}
}
void Viewer::mouseMoveEvent(QMouseEvent *e) {
if (selectionMode_ != NONE) {
// Updates rectangle_ coordinates and redraws rectangle
rectangle_.setBottomRight(e->pos());
update();
} else
QGLViewer::mouseMoveEvent(e);
}
void Viewer::mouseReleaseEvent(QMouseEvent *e) {
if (selectionMode_ != NONE) {
// Actual selection on the rectangular area.
// Possibly swap left/right and top/bottom to make rectangle_ valid.
rectangle_ = rectangle_.normalized();
// Define selection window dimensions
setSelectRegionWidth(rectangle_.width());
setSelectRegionHeight(rectangle_.height());
// Compute rectangle center and perform selection
select(rectangle_.center());
// Update display to show new selected objects
update();
} else
QGLViewer::mouseReleaseEvent(e);
}
// C u s t o m i z e d s e l e c t i o n p r o c e s s
void Viewer::drawWithNames() {
for (int i = 0; i < int(objects_.size()); i++) {
glPushName(i);
objects_.at(i)->draw();
glPopName();
}
}
void Viewer::endSelection(const QPoint &) {
// Flush GL buffers
glFlush();
// Get the number of objects that were seen through the pick matrix frustum.
// Reset GL_RENDER mode.
GLint nbHits = glRenderMode(GL_RENDER);
if (nbHits > 0) {
// Interpret results : each object created 4 values in the selectBuffer().
// (selectBuffer())[4*i+3] is the id pushed on the stack.
for (int i = 0; i < nbHits; ++i)
switch (selectionMode_) {
case ADD:
addIdToSelection((selectBuffer())[4 * i + 3]);
break;
case REMOVE:
removeIdFromSelection((selectBuffer())[4 * i + 3]);
break;
default:
break;
}
}
selectionMode_ = NONE;
}
void Viewer::startManipulation() {
Vec averagePosition;
ManipulatedFrameSetConstraint *mfsc =
(ManipulatedFrameSetConstraint *)(manipulatedFrame()->constraint());
mfsc->clearSet();
for (QList<int>::const_iterator it = selection_.begin(),
end = selection_.end();
it != end; ++it) {
mfsc->addObjectToSet(objects_[*it]);
averagePosition += objects_[*it]->frame.position();
}
if (selection_.size() > 0)
manipulatedFrame()->setPosition(averagePosition / selection_.size());
}
// S e l e c t i o n t o o l s
void Viewer::addIdToSelection(int id) {
if (!selection_.contains(id))
selection_.push_back(id);
}
void Viewer::removeIdFromSelection(int id) { selection_.removeAll(id); }
void Viewer::drawSelectionRectangle() const {
startScreenCoordinatesSystem();
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glColor4f(0.0, 0.0, 0.3f, 0.3f);
glBegin(GL_QUADS);
glVertex2i(rectangle_.left(), rectangle_.top());
glVertex2i(rectangle_.right(), rectangle_.top());
glVertex2i(rectangle_.right(), rectangle_.bottom());
glVertex2i(rectangle_.left(), rectangle_.bottom());
glEnd();
glLineWidth(2.0);
glColor4f(0.4f, 0.4f, 0.5f, 0.5f);
glBegin(GL_LINE_LOOP);
glVertex2i(rectangle_.left(), rectangle_.top());
glVertex2i(rectangle_.right(), rectangle_.top());
glVertex2i(rectangle_.right(), rectangle_.bottom());
glVertex2i(rectangle_.left(), rectangle_.bottom());
glEnd();
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
stopScreenCoordinatesSystem();
}
</pre>
<h2>manipulatedFrameSetConstraint.h</h2>
<pre>
#include "QGLViewer/constraint.h"
#include "object.h"
class ManipulatedFrameSetConstraint : public qglviewer::Constraint {
public:
void clearSet();
void addObjectToSet(Object *o);
virtual void constrainTranslation(qglviewer::Vec &translation,
qglviewer::Frame *const frame);
virtual void constrainRotation(qglviewer::Quaternion &rotation,
qglviewer::Frame *const frame);
private:
QList<Object *> objects_;
};
</pre>
<h2>object.h</h2>
<pre>
#ifndef OBJECT_H_
#define OBJECT_H_
#include "QGLViewer/frame.h"
class Object {
public:
void draw() const;
qglviewer::Frame frame;
};
#endif // OBJECT_H_
</pre>
<h2>main.cpp</h2>
<pre>
#include "multiSelect.h"
#include <qapplication.h>
int main(int argc, char **argv) {
QApplication application(argc, argv);
Viewer viewer;
viewer.setWindowTitle("multiSelect");
viewer.show();
return application.exec();
}
</pre>
<h2>manipulatedFrameSetConstraint.cpp</h2>
<pre>
#include "manipulatedFrameSetConstraint.h"
#include "QGLViewer/frame.h"
using namespace qglviewer;
void ManipulatedFrameSetConstraint::clearSet() { objects_.clear(); }
void ManipulatedFrameSetConstraint::addObjectToSet(Object *o) {
objects_.append(o);
}
void ManipulatedFrameSetConstraint::constrainTranslation(
qglviewer::Vec &translation, Frame *const) {
for (QList<Object *>::iterator it = objects_.begin(), end = objects_.end();
it != end; ++it)
(*it)->frame.translate(translation);
}
void ManipulatedFrameSetConstraint::constrainRotation(
qglviewer::Quaternion &rotation, Frame *const frame) {
// A little bit of math. Easy to understand, hard to guess (tm).
// rotation is expressed in the frame local coordinates system. Convert it
// back to world coordinates.
const Vec worldAxis = frame->inverseTransformOf(rotation.axis());
const Vec pos = frame->position();
const float angle = rotation.angle();
for (QList<Object *>::iterator it = objects_.begin(), end = objects_.end();
it != end; ++it) {
// Rotation has to be expressed in the object local coordinates system.
Quaternion qObject((*it)->frame.transformOf(worldAxis), angle);
(*it)->frame.rotate(qObject);
// Comment these lines only rotate the objects
Quaternion qWorld(worldAxis, angle);
// Rotation around frame world position (pos)
(*it)->frame.setPosition(pos +
qWorld.rotate((*it)->frame.position() - pos));
}
}
</pre>
<h2>object.cpp</h2>
<pre>
#include "object.h"
using namespace qglviewer;
void Object::draw() const {
static GLUquadric *quad = gluNewQuadric();
glPushMatrix();
glMultMatrixd(frame.matrix());
gluSphere(quad, 0.03, 10, 6);
gluCylinder(quad, 0.03, 0.0, 0.09, 10, 1);
glPopMatrix();
}
</pre>
<p>
Back to the <a href="index.html">examples main page</a>.
</p>
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