int GLCanvas3D::m_hover_volume_id replaced with std::vector<int> GLCanvas3D::m_hover_volume_idxs
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fc67f44bea
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9710140948
@ -1205,7 +1205,6 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, Bed3D& bed, Camera& camera, GLToolbar
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, m_initialized(false)
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, m_use_VBOs(false)
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, m_apply_zoom_to_volumes_filter(false)
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, m_hover_volume_id(-1)
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, m_legend_texture_enabled(false)
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, m_picking_enabled(false)
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, m_moving_enabled(false)
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@ -2543,7 +2542,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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if (top_level_wnd && top_level_wnd->IsActive())
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m_canvas->SetFocus();
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m_mouse.position = pos.cast<double>();
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// 1) forces a frame render to ensure that m_hover_volume_id is updated even when the user right clicks while
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// 1) forces a frame render to ensure that m_hover_volume_idxs is updated even when the user right clicks while
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// the context menu is shown, ensuring it to disappear if the mouse is outside any volume and to
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// change the volume hover state if any is under the mouse
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// 2) when switching between 3d view and preview the size of the canvas changes if the side panels are visible,
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@ -2589,20 +2588,21 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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// Don't deselect a volume if layer editing is enabled. We want the object to stay selected
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// during the scene manipulation.
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if (m_picking_enabled && ((m_hover_volume_id != -1) || !is_layers_editing_enabled()))
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if (m_picking_enabled && (!m_hover_volume_idxs.empty() || !is_layers_editing_enabled()))
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{
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if (evt.LeftDown() && (m_hover_volume_id != -1))
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if (evt.LeftDown() && !m_hover_volume_idxs.empty())
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{
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bool already_selected = m_selection.contains_volume(m_hover_volume_id);
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int volume_idx = get_first_hover_volume_idx();
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bool already_selected = m_selection.contains_volume(volume_idx);
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bool ctrl_down = evt.CmdDown();
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Selection::IndicesList curr_idxs = m_selection.get_volume_idxs();
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if (already_selected && ctrl_down)
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m_selection.remove(m_hover_volume_id);
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m_selection.remove(volume_idx);
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else
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{
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m_selection.add(m_hover_volume_id, !ctrl_down, true);
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m_selection.add(volume_idx, !ctrl_down, true);
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m_mouse.drag.move_requires_threshold = !already_selected;
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if (already_selected)
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m_mouse.set_move_start_threshold_position_2D_as_invalid();
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@ -2610,6 +2610,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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m_mouse.drag.move_start_threshold_position_2D = pos;
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}
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// propagate event through callback
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if (curr_idxs != m_selection.get_volume_idxs())
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{
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m_gizmos.refresh_on_off_state(m_selection);
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@ -2620,18 +2621,18 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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}
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}
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// propagate event through callback
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if (m_hover_volume_id != -1)
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if (!m_hover_volume_idxs.empty())
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{
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if (evt.LeftDown() && m_moving_enabled && (m_mouse.drag.move_volume_idx == -1))
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{
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// Only accept the initial position, if it is inside the volume bounding box.
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BoundingBoxf3 volume_bbox = m_volumes.volumes[m_hover_volume_id]->transformed_bounding_box();
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int volume_idx = get_first_hover_volume_idx();
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BoundingBoxf3 volume_bbox = m_volumes.volumes[volume_idx]->transformed_bounding_box();
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volume_bbox.offset(1.0);
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if (volume_bbox.contains(m_mouse.scene_position))
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{
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// The dragging operation is initiated.
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m_mouse.drag.move_volume_idx = m_hover_volume_id;
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m_mouse.drag.move_volume_idx = volume_idx;
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m_selection.start_dragging();
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m_mouse.drag.start_position_3D = m_mouse.scene_position;
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m_moving = true;
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@ -2648,7 +2649,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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Vec3d cur_pos = m_mouse.drag.start_position_3D;
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// we do not want to translate objects if the user just clicked on an object while pressing shift to remove it from the selection and then drag
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if (m_selection.contains_volume(m_hover_volume_id))
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if (m_selection.contains_volume(get_first_hover_volume_idx()))
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{
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if (m_camera.get_theta() == 90.0f)
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{
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@ -2703,7 +2704,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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else if (evt.LeftIsDown())
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{
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// if dragging over blank area with left button, rotate
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if ((m_hover_volume_id == -1) && m_mouse.is_start_position_3D_defined())
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if (m_hover_volume_idxs.empty() && m_mouse.is_start_position_3D_defined())
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{
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const Vec3d& orig = m_mouse.drag.start_position_3D;
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m_camera.phi += (((float)pos(0) - (float)orig(0)) * TRACKBALLSIZE);
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@ -2745,7 +2746,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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// of the scene with the background processing data should be performed.
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post_event(SimpleEvent(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED));
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}
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else if (evt.LeftUp() && !m_mouse.dragging && (m_hover_volume_id == -1) && !is_layers_editing_enabled())
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else if (evt.LeftUp() && !m_mouse.dragging && m_hover_volume_idxs.empty() && !is_layers_editing_enabled())
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{
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// deselect and propagate event through callback
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if (!evt.ShiftDown() && m_picking_enabled)
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@ -2761,18 +2762,18 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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else if (evt.RightUp())
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{
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m_mouse.position = pos.cast<double>();
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// forces a frame render to ensure that m_hover_volume_id is updated even when the user right clicks while
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// forces a frame render to ensure that m_hover_volume_idxs is updated even when the user right clicks while
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// the context menu is already shown
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render();
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if (m_hover_volume_id != -1)
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if (!m_hover_volume_idxs.empty())
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{
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// if right clicking on volume, propagate event through callback (shows context menu)
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if (m_volumes.volumes[m_hover_volume_id]->hover
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&& !m_volumes.volumes[m_hover_volume_id]->is_wipe_tower // no context menu for the wipe tower
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int volume_idx = get_first_hover_volume_idx();
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if (!m_volumes.volumes[volume_idx]->is_wipe_tower // no context menu for the wipe tower
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&& m_gizmos.get_current_type() != GLGizmosManager::SlaSupports) // disable context menu when the gizmo is open
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{
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// forces the selection of the volume
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m_selection.add(m_hover_volume_id);
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m_selection.add(volume_idx);
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m_gizmos.refresh_on_off_state(m_selection);
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post_event(SimpleEvent(EVT_GLCANVAS_OBJECT_SELECT));
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m_gizmos.update_data(*this);
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@ -3541,6 +3542,8 @@ void GLCanvas3D::_picking_pass() const
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if (m_picking_enabled && !m_mouse.dragging && (pos != Vec2d(DBL_MAX, DBL_MAX)))
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{
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m_hover_volume_idxs.clear();
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// Render the object for picking.
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// FIXME This cannot possibly work in a multi - sampled context as the color gets mangled by the anti - aliasing.
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// Better to use software ray - casting on a bounding - box hierarchy.
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@ -3579,14 +3582,11 @@ void GLCanvas3D::_picking_pass() const
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}
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if ((0 <= volume_id) && (volume_id < (int)m_volumes.volumes.size()))
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{
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m_hover_volume_id = volume_id;
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m_hover_volume_idxs.push_back(volume_id);
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m_gizmos.set_hover_id(-1);
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}
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else
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{
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m_hover_volume_id = -1;
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m_gizmos.set_hover_id(inside && volume_id <= GLGizmoBase::BASE_ID ? (GLGizmoBase::BASE_ID - volume_id) : -1);
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}
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_update_volumes_hover_state();
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}
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@ -4077,10 +4077,10 @@ void GLCanvas3D::_update_volumes_hover_state() const
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v->hover = false;
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}
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if (m_hover_volume_id == -1)
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if (m_hover_volume_idxs.empty())
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return;
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GLVolume* volume = m_volumes.volumes[m_hover_volume_id];
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GLVolume* volume = m_volumes.volumes[get_first_hover_volume_idx()];
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if (volume->is_modifier)
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volume->hover = true;
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else
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@ -426,7 +426,7 @@ private:
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bool m_initialized;
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bool m_use_VBOs;
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bool m_apply_zoom_to_volumes_filter;
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mutable int m_hover_volume_id;
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mutable std::vector<int> m_hover_volume_idxs;
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bool m_warning_texture_enabled;
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bool m_legend_texture_enabled;
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bool m_picking_enabled;
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@ -575,7 +575,7 @@ public:
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float get_view_toolbar_height() const { return m_view_toolbar.get_height(); }
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int get_move_volume_id() const { return m_mouse.drag.move_volume_idx; }
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int get_hover_volume_id() const { return m_hover_volume_id; }
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int get_first_hover_volume_idx() const { return m_hover_volume_idxs.empty() ? -1 : m_hover_volume_idxs.front(); }
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// Returns the view ray line, in world coordinate, at the given mouse position.
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Linef3 mouse_ray(const Point& mouse_pos);
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@ -693,7 +693,7 @@ bool GLGizmosManager::on_mouse(wxMouseEvent& evt, GLCanvas3D& canvas)
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gizmo_event(SLAGizmoEventType::LeftUp, mouse_pos, evt.ShiftDown(), evt.AltDown(), evt.ControlDown());
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processed = true;
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}
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else if (evt.LeftUp() && (m_current == Flatten) && ((canvas.get_hover_volume_id() != -1) || grabber_contains_mouse()))
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else if (evt.LeftUp() && (m_current == Flatten) && ((canvas.get_first_hover_volume_idx() != -1) || grabber_contains_mouse()))
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{
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// to avoid to loose the selection when user clicks an object while the Flatten gizmo is active
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processed = true;
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