OpenCS: Select objects with the right mouse button

sceneinput
scrawl 9 years ago
parent 41ea76fd83
commit 18d0cae801

@ -1,6 +1,7 @@
#include "worldspacewidget.hpp" #include "worldspacewidget.hpp"
#include <algorithm> #include <algorithm>
#include <iostream>
#include <QEvent> #include <QEvent>
#include <QDragEnterEvent> #include <QDragEnterEvent>
@ -12,6 +13,8 @@
#include <osgGA/TrackballManipulator> #include <osgGA/TrackballManipulator>
#include <osgGA/FirstPersonManipulator> #include <osgGA/FirstPersonManipulator>
#include <osgUtil/LineSegmentIntersector>
#include "../../model/world/universalid.hpp" #include "../../model/world/universalid.hpp"
#include "../../model/world/idtable.hpp" #include "../../model/world/idtable.hpp"
@ -19,6 +22,7 @@
#include "../widget/scenetooltoggle2.hpp" #include "../widget/scenetooltoggle2.hpp"
#include "../widget/scenetoolrun.hpp" #include "../widget/scenetoolrun.hpp"
#include "object.hpp"
#include "elements.hpp" #include "elements.hpp"
#include "editmode.hpp" #include "editmode.hpp"
@ -370,11 +374,49 @@ void CSVRender::WorldspaceWidget::mouseMoveEvent (QMouseEvent *event)
void CSVRender::WorldspaceWidget::mousePressEvent (QMouseEvent *event) void CSVRender::WorldspaceWidget::mousePressEvent (QMouseEvent *event)
{ {
if(event->buttons() & Qt::RightButton) if (event->button() != Qt::RightButton)
return;
// (0,0) is considered the lower left corner of an OpenGL window
int x = event->x();
int y = height() - event->y();
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, x, y));
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::NO_LIMIT);
osgUtil::IntersectionVisitor visitor(intersector);
visitor.setTraversalMask(getInteractionMask() << 1);
mView->getCamera()->accept(visitor);
for (osgUtil::LineSegmentIntersector::Intersections::iterator it = intersector->getIntersections().begin();
it != intersector->getIntersections().end(); ++it)
{ {
//mMouse->mousePressEvent(event); osgUtil::LineSegmentIntersector::Intersection intersection = *it;
// reject back-facing polygons
osg::Vec3f normal = intersection.getWorldIntersectNormal();
normal = osg::Matrix::transform3x3(normal, mView->getCamera()->getViewMatrix());
if (normal.z() < 0)
continue;
for (std::vector<osg::Node*>::iterator it = intersection.nodePath.begin(); it != intersection.nodePath.end(); ++it)
{
osg::Node* node = *it;
if (CSVRender::ObjectHolder* holder = dynamic_cast<CSVRender::ObjectHolder*>(node->getUserData()))
{
// hit an Object, toggle its selection state
CSVRender::Object* obj = holder->mObject;
obj->setSelected(!obj->getSelected());
return;
}
}
// must be terrain, report coordinates
std::cout << "Terrain hit at " << intersection.getWorldIntersectPoint().x() << " " << intersection.getWorldIntersectPoint().y() << std::endl;
return;
} }
//SceneWidget::mousePressEvent(event);
} }
void CSVRender::WorldspaceWidget::mouseReleaseEvent (QMouseEvent *event) void CSVRender::WorldspaceWidget::mouseReleaseEvent (QMouseEvent *event)

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