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422 lines (404 loc) · 17.9 KB
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//
// @author Andy Wang, UC Berkeley. Copyright 2015 reserve.
// Catmull-Clark subdivision project in order to create sculptures like Eva-Hilds.
// Advised by Prof. Sequin H. Carlos.
//
//
#ifndef __SELECTION_H__
#define __SELECTION_H__
#include "glm/glm.hpp"
#include "glm/gtx/rotate_vector.hpp"
using namespace glm;
using namespace std;
//////////////////////////////////////////////////////////////////////
// Selection Class -- Handles Mouse Selection.
class Selection {
// Vertices selected. Can be used to create Face or Polyline.
vector<Vertex*> selectedVertices;
// For Zipping Mode.
Polyline * border1 = NULL;
Polyline * border2 = NULL;
// Boader selection mode. Single point (0),
// Whole border (1), Partial border (2).
int borderSelection = 0;
// For partial border selection
Vertex * firstBorderSelectionPoint = NULL;
Vertex * secondBorderSelectionPoint = NULL;
vector<Vertex*> allBorderPoints;
vector<Vertex*> vertToSelect;
// Debug function
void list_hits(GLint hits, GLuint *names)
{
int i;
/*
For each hit in the buffer are allocated 4 bytes:
1. Number of hits selected (always one,
beacuse when we draw each object
we use glLoadName, so we replace the
prevous name in the stack)
2. Min Z
3. Max Z
4. Name of the hit (glLoadName)
*/
printf("%d hits:\n", hits);
for (i = 0; i < hits; i++)
printf( "Number: %d\n"
"Min Z: %d\n"
"Max Z: %d\n"
"Name on stack: %d\n",
(GLubyte)names[i * 4],
(GLubyte)names[i * 4 + 1],
(GLubyte)names[i * 4 + 2],
(GLubyte)names[i * 4 + 3]
);
printf("\n");
}
// Select the hitted face from mesh.
// @param mesh, the mesh that contains this face.
void selectFace(Mesh & mesh, GLint hits, GLuint *names)
{
if(hits > 0) {
int minimumDepth = INT_MAX;
int minimumDepthIndex = INT_MAX;
for (int i = 0; i < hits; i++) {
int currentDepth = (GLubyte)names[i * 4 + 1];
if(currentDepth < minimumDepth) {
minimumDepth = currentDepth;
minimumDepthIndex = i;
}
}
int selectedID = names[minimumDepthIndex * 4 + 3];
Face * workFace = mesh.faceList[selectedID];
if(!workFace->selected) {
workFace->selected = true;
} else {
workFace->selected = false;
}
}
}
// Select the nearst point.
void selectVertex(Mesh & mesh, GLint hits, GLuint *names, GLdouble posX, GLdouble posY, GLdouble posZ)
{
if(hits > 0) {
int minimumDepth = INT_MAX;
int minimumDepthIndex = INT_MAX;
for (int i = 0; i < hits; i++) {
int currentDepth = (GLubyte)names[i * 4 + 1];
if(currentDepth < minimumDepth) {
minimumDepth = currentDepth;
minimumDepthIndex = i;
}
}
int selectedID = names[minimumDepthIndex * 4 + 3];
Face * workFace = mesh.faceList[selectedID];
Edge * firstEdge = workFace -> oneEdge;
Edge * currEdge = firstEdge;
Edge * nextEdge;
Vertex * tempv;
Vertex * selectedVertex;
float minDistance = 50000.0; // A very large value ...
do {
if(workFace == currEdge -> fa) {
tempv = currEdge -> vb;
nextEdge = currEdge -> nextVbFa;
} else {
if(currEdge -> mobius) {
tempv = currEdge -> vb;
nextEdge = currEdge -> nextVbFb;
} else {
tempv = currEdge -> va;
nextEdge = currEdge -> nextVaFb;
}
}
float newDistance = distance(tempv -> position, vec3(posX, posY, posZ));
if(newDistance < minDistance) {
minDistance = newDistance;
selectedVertex = tempv;
}
currEdge = nextEdge;
} while (currEdge != firstEdge);
if(selectedVertex -> selected) {
selectedVertex -> selected = false;
} else {
selectedVertex -> selected = true;
}
}
}
// Select all border vertices
void selectWholeBoarder(Mesh & mesh, GLint hits, GLuint *names, GLdouble posX, GLdouble posY, GLdouble posZ)
{
if(hits > 0) {
int minimumDepth = INT_MAX;
int minimumDepthIndex = INT_MAX;
for (int i = 0; i < hits; i++) {
int currentDepth = (GLubyte)names[i * 4 + 1];
if(currentDepth < minimumDepth) {
minimumDepth = currentDepth;
minimumDepthIndex = i;
}
}
int selectedID = names[minimumDepthIndex * 4 + 3];
Face * workFace = mesh.faceList[selectedID];
Edge * firstEdge = workFace -> oneEdge;
Edge * currEdge = firstEdge;
Edge * nextEdge;
Vertex * selectedVertex = NULL;
Edge * startingEdge;
Vertex * tempva;
Vertex * tempvb;
float minDistance = 50000.0; // A very large value ...
do {
if(workFace == currEdge -> fa) {
nextEdge = currEdge -> nextVbFa;
} else {
if(currEdge -> mobius) {
nextEdge = currEdge -> nextVbFb;
} else {
nextEdge = currEdge -> nextVaFb;
}
}
if(currEdge -> fb == NULL) {
tempva = currEdge -> va;
tempvb = currEdge -> vb;
float newDistanceA = distance(tempva -> position, vec3(posX, posY, posZ));
float newDistanceB = distance(tempvb -> position, vec3(posX, posY, posZ));
if(minDistance > newDistanceA) {
minDistance = newDistanceA;
selectedVertex = tempva;
startingEdge = currEdge;
}
if(minDistance > newDistanceB) {
minDistance = newDistanceB;
selectedVertex = tempvb;
startingEdge = currEdge;
}
}
currEdge = nextEdge;
} while (currEdge != firstEdge);
if(selectedVertex != NULL) {
if(selectedVertex -> selected) {
Vertex * nextVert = selectedVertex;
Edge * nextBoarderEdge = startingEdge;
do {
nextVert -> selected = false;
//cout<<nextVert -> ID;
if(nextVert == nextBoarderEdge -> va) {
nextBoarderEdge = nextBoarderEdge -> nextVaFb;
} else {
nextBoarderEdge = nextBoarderEdge -> nextVbFb;
}
if(nextBoarderEdge -> va == nextVert) {
nextVert = nextBoarderEdge -> vb;
} else {
nextVert = nextBoarderEdge -> va;
}
} while (nextVert != selectedVertex);
} else {
Vertex * nextVert = selectedVertex;
Edge * nextBoarderEdge = startingEdge;
do {
nextVert -> selected = true;
//cout<<nextVert -> ID;
if(nextVert == nextBoarderEdge -> va) {
nextBoarderEdge = nextBoarderEdge -> nextVaFb;
} else {
nextBoarderEdge = nextBoarderEdge -> nextVbFb;
}
if(nextBoarderEdge -> va == nextVert) {
nextVert = nextBoarderEdge -> vb;
} else {
nextVert = nextBoarderEdge -> va;
}
} while (nextVert != selectedVertex);
}
}
}
}
void selectPartialBoarderPoints(Mesh & mesh, GLint hits, GLuint *names, GLdouble posX, GLdouble posY, GLdouble posZ)
{
if(hits > 0) {
int minimumDepth = INT_MAX;
int minimumDepthIndex = INT_MAX;
for (int i = 0; i < hits; i++) {
int currentDepth = (GLubyte)names[i * 4 + 1];
if(currentDepth < minimumDepth) {
minimumDepth = currentDepth;
minimumDepthIndex = i;
}
}
int selectedID = names[minimumDepthIndex * 4 + 3];
Face * workFace = mesh.faceList[selectedID];
Edge * firstEdge = workFace -> oneEdge;
Edge * currEdge = firstEdge;
Edge * nextEdge;
Vertex * selectedVertex = NULL;
Edge * startingEdge;
Vertex * tempva;
Vertex * tempvb;
float minDistance = 50000.0; // A very large value ...
do {
if(workFace == currEdge -> fa) {
nextEdge = currEdge -> nextVbFa;
} else {
if(currEdge -> mobius) {
nextEdge = currEdge -> nextVbFb;
} else {
nextEdge = currEdge -> nextVaFb;
}
}
if(currEdge -> fb == NULL) {
tempva = currEdge -> va;
tempvb = currEdge -> vb;
float newDistanceA = distance(tempva -> position, vec3(posX, posY, posZ));
float newDistanceB = distance(tempvb -> position, vec3(posX, posY, posZ));
if(minDistance > newDistanceA) {
minDistance = newDistanceA;
selectedVertex = tempva;
startingEdge = currEdge;
}
if(minDistance > newDistanceB) {
minDistance = newDistanceB;
selectedVertex = tempvb;
startingEdge = currEdge;
}
}
currEdge = nextEdge;
} while (currEdge != firstEdge);
if(selectedVertex) {
if (!firstBoarderSelectionPoint) {
firstBoarderSelectionPoint = selectedVertex;
cout<<"Selecting the first Point on boarder."<<endl;
selectedVertex -> selected = true;
Vertex * nextVert = selectedVertex;
Edge * nextBoarderEdge = startingEdge;
do {
firstHalfBoarder.push_back(nextVert);
//cout<<nextVert -> ID<<endl;;
if(nextVert == nextBoarderEdge -> va) {
nextBoarderEdge = nextBoarderEdge -> nextVaFb;
} else {
nextBoarderEdge = nextBoarderEdge -> nextVbFb;
}
if(nextBoarderEdge -> va == nextVert) {
nextVert = nextBoarderEdge -> vb;
} else {
nextVert = nextBoarderEdge -> va;
}
} while (nextVert != selectedVertex);
//cout<<firstHalfBoarder.size()<<endl;
} else if (!secondBoarderSelectionPoint) {
//We need to test if this second point in the boarder of the first selecte point.
vector<Vertex*>::iterator vIt;
for(vIt = firstHalfBoarder.begin(); vIt < firstHalfBoarder.end(); vIt++) {
if((*vIt) == selectedVertex) {
if((*vIt) == firstBoarderSelectionPoint) {
cout<<"Unselecting the first point on boarder."<<endl;
firstBoarderSelectionPoint -> selected = false;
firstBoarderSelectionPoint = NULL;
firstHalfBoarder.clear();
//(*vIt) -> selected = false;
}
break;
}
}
if(!firstHalfBoarder.empty()) {
if(vIt == firstHalfBoarder.end()) {
cout<<"Your choice of the two points is not on the same boarder. Selection ABORT."<<endl;
firstBoarderSelectionPoint -> selected = false;
firstBoarderSelectionPoint = NULL;
firstHalfBoarder.clear();
} else {
cout<<"Selecting the second Point on boarder."<<endl;
secondBoarderSelectionPoint = selectedVertex;
selectedVertex -> selected = true;
}
}
} else if(!vertToSelect.empty()) {
cout<<"Unselecting all points on partial boarder."<<endl;
vector<Vertex*>::iterator vIt;
for(vIt = vertToSelect.begin(); vIt < vertToSelect.end(); vIt++) {
(*vIt) -> selected = false;
}
firstBoarderSelectionPoint -> selected = false;
secondBoarderSelectionPoint -> selected = false;
firstBoarderSelectionPoint = NULL;
secondBoarderSelectionPoint = NULL;
firstHalfBoarder.clear();
vertToSelect.clear();
} else {
vector<Vertex*>::iterator vIt;
bool hasSeenSecondPoint = false;
for(vIt = firstHalfBoarder.begin(); vIt < firstHalfBoarder.end(); vIt++) {
if((*vIt) == selectedVertex) {
if((*vIt) == firstBoarderSelectionPoint || (*vIt) == secondBoarderSelectionPoint) {
cout<<"Unselecting points on boarder."<<endl;
firstBoarderSelectionPoint -> selected = false;
secondBoarderSelectionPoint -> selected = false;
firstBoarderSelectionPoint = NULL;
secondBoarderSelectionPoint = NULL;
firstHalfBoarder.clear();
}
break;
} else if((*vIt) == secondBoarderSelectionPoint) {
hasSeenSecondPoint = true;
}
}
if(!firstHalfBoarder.empty()) {
if(vIt == firstHalfBoarder.end()) {
cout<<"Your choice of the third points is not on the same boarder. Selection ABORT."<<endl;
firstBoarderSelectionPoint -> selected = false;
secondBoarderSelectionPoint -> selected = false;
firstBoarderSelectionPoint = NULL;
secondBoarderSelectionPoint = NULL;
firstHalfBoarder.clear();
} else {
cout<<"Selecting the half boarder on this side."<<endl;
vector<Vertex*>::iterator vSelIt;
if(!hasSeenSecondPoint) {
for(vSelIt = firstHalfBoarder.begin(); vSelIt < firstHalfBoarder.end(); vSelIt++) {
vertToSelect.push_back(*vSelIt);
if((*vSelIt) == secondBoarderSelectionPoint) {
break;
}
}
} else {
vertToSelect.push_back(firstBoarderSelectionPoint);
for(vSelIt = firstHalfBoarder.end() - 1; vSelIt >= firstHalfBoarder.begin(); vSelIt--) {
vertToSelect.push_back(*vSelIt);
if((*vSelIt) == secondBoarderSelectionPoint) {
break;
}
}
}
for(vSelIt = vertToSelect.begin(); vSelIt < vertToSelect.end(); vSelIt++) {
(*vSelIt) -> selected = true;
}
}
}
}
}
}
}
void selectThisPoint(GLint hits, GLuint *names)
{
int minimumDepth = INT_MAX;
int minimumDepthIndex = INT_MAX;
for (int i = 0; i < hits; i++) {
int currentDepth = (GLubyte)names[i * 4 + 1];
if(currentDepth < minimumDepth) {
minimumDepth = currentDepth;
minimumDepthIndex = i;
}
}
int selectedID = names[minimumDepthIndex * 4 + 3];
if(selectedID < glMesh.vertList.size()) {
Vertex * workVert = glMesh.vertList[selectedID];
if(!workVert->selected) {
workVert->selected = true;
} else {
workVert->selected = false;
}
}
}
};
#endif // __SELECTION_H__