Rectangle selection in 3D scene -> rendering
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@ -1647,6 +1647,9 @@ void GLCanvas3D::render()
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_render_camera_target();
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#endif // ENABLE_SHOW_CAMERA_TARGET
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if (m_picking_enabled && m_rectangle_selection.is_dragging())
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m_rectangle_selection.render(*this);
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// draw overlays
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_render_gizmos_overlay();
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_render_warning_texture();
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@ -2342,10 +2345,20 @@ void GLCanvas3D::on_key(wxKeyEvent& evt)
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}
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else if (keyCode == WXK_SHIFT)
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{
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if (m_picking_enabled && m_rectangle_selection.is_dragging())
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{
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m_rectangle_selection.stop_dragging();
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m_dirty = true;
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}
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set_cursor(Standard);
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}
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else if (keyCode == WXK_ALT)
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{
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if (m_picking_enabled && m_rectangle_selection.is_dragging())
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{
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m_rectangle_selection.stop_dragging();
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m_dirty = true;
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}
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set_cursor(Standard);
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}
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}
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@ -2353,11 +2366,13 @@ void GLCanvas3D::on_key(wxKeyEvent& evt)
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m_tab_down = keyCode == WXK_TAB && !evt.HasAnyModifiers();
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if (keyCode == WXK_SHIFT)
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{
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set_cursor(Cross);
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if (m_picking_enabled && (m_gizmos.get_current_type() != GLGizmosManager::SlaSupports))
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set_cursor(Cross);
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}
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else if (keyCode == WXK_ALT)
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{
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set_cursor(Cross);
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if (m_picking_enabled && (m_gizmos.get_current_type() != GLGizmosManager::SlaSupports))
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set_cursor(Cross);
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}
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}
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}
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@ -2615,6 +2630,14 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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m_dirty = true;
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}
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}
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else if (evt.LeftDown() && (evt.ShiftDown() || evt.AltDown()) && m_picking_enabled)
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{
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if (m_gizmos.get_current_type() != GLGizmosManager::SlaSupports)
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{
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m_rectangle_selection.start_dragging(m_mouse.position, evt.ShiftDown() ? GLSelectionRectangle::Select : GLSelectionRectangle::Deselect);
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m_dirty = true;
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}
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}
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else
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{
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// Select volume in this 3D canvas.
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@ -2724,6 +2747,11 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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m_dirty = true;
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}
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}
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else if (evt.Dragging() && evt.LeftIsDown() && m_picking_enabled && m_rectangle_selection.is_dragging())
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{
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m_rectangle_selection.dragging(pos.cast<double>());
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m_dirty = true;
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}
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else if (evt.Dragging())
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{
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m_mouse.dragging = true;
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@ -2779,6 +2807,10 @@ 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_picking_enabled && m_rectangle_selection.is_dragging())
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{
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m_rectangle_selection.stop_dragging();
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}
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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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@ -452,6 +452,7 @@ private:
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bool m_moving;
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bool m_tab_down;
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ECursorType m_cursor_type;
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GLSelectionRectangle m_rectangle_selection;
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// Following variable is obsolete and it should be safe to remove it.
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// I just don't want to do it now before a release (Lukas Matena 24.3.2019)
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@ -96,6 +96,7 @@ private:
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mutable Vec3d m_clipping_plane_normal = Vec3d::Zero();
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GLSelectionRectangle m_selection_rectangle;
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bool m_wait_for_up_event = false;
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bool m_unsaved_changes = false; // Are there unsaved changes in manual mode?
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bool m_selection_empty = true;
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