#include <Selector.h>
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| SelectionInfo () |
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void | clear () |
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void | clearLastSelection () |
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void | pushTransform (const Matrix< fltp08 > &transform, bool apply_to_original) |
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void | popTransform () |
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ParseResult | process (Model &model) override |
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ParseResult | postProcess (Model &model) override |
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ParseResult | process (Model &model, Material &mat) override |
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ParseResult | process (Model &model, Geometry &geo) override |
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bool | processGeometry (const Geometry &geo, PrimitiveProperty primitive_property) |
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fltp08 | screenClosestDistanceSqr (bool outer_bound) const |
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fltp08 | screenClosestDistanceSqr (PrimitiveMode mode) const |
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fltp08 | localClosestDistanceSqr (PrimitiveMode mode) const |
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void | setNearestGeometry (const Geometry &geo, PrimitiveMode primitive_mode, uint04 index, uint04 vertex) |
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bool | setNearestScreenPosition (PrimitiveMode mode, const Vertex< 3, fltp08 > &screen_point, fltp08 screen_distance) |
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void | setGeometryTransform (PrimitiveMode mode, const Matrix< fltp08 > &mat) |
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void | setNearestModel (PrimitiveMode mode, const Model &model) |
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void | setNearestMaterial (PrimitiveMode mode, const UUID &material) |
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void | setNearestLayer (PrimitiveMode mode, const UUID &layer) |
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void | updateLineEndPoint (PrimitiveMode mode, Vertex< 3, fltp08 > vec) |
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bool | validModelSelection (const Model &model) const |
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void | setAllowSolidInteraction (bool allow_solid_intersection) |
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bool | allowSolidInteraction () const |
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UUID | nearestModel () const |
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Vertex< 3, fltp08 > | nearestScreenLocation () const |
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Vertex< 3, fltp08 > | nearestWorldLocation () const |
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UUID | nearestGeometry (PrimitiveMode mode) const |
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void | getEnclosedVertices (GeometryVertices &vertices) const |
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UUID | uuid () const |
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bool | operator== (const SelectionInfo &) const |
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Bounds< 3, fltp08 > | selectionBounds () const |
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Bounds< 3, fltp08 > | globalSelectionBounds () const |
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| ModelIterator () |
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| ModelIterator (const Model &model) |
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| ModelIterator (Buffer< Model > models) |
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void | parseAll (const Model &model) |
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void | parseAll (const Buffer< Model > &models) |
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void | parseAll () |
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ParseResult | parseNext () |
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Model | currentModel () const |
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◆ SelectionInfo()
◆ _doesIntersect()
bool _doesIntersect |
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const Model & | model | ) |
const |
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protected |
◆ _processGeometryNoTree()
◆ _processGeometryWithTree()
◆ _processLineSelection() [1/2]
◆ _processLineSelection() [2/2]
◆ allowSolidInteraction()
bool allowSolidInteraction |
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const |
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inline |
◆ clear()
◆ clearLastSelection()
void clearLastSelection |
( |
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◆ getEnclosedVertices()
◆ globalSelectionBounds()
◆ localClosestDistanceSqr()
◆ nearestGeometry()
◆ nearestModel()
UUID nearestModel |
( |
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const |
◆ nearestScreenLocation()
◆ nearestWorldLocation()
◆ operator==()
◆ popTransform()
◆ postProcess()
◆ process() [1/3]
◆ process() [2/3]
◆ process() [3/3]
◆ processGeometry()
◆ pushTransform()
void pushTransform |
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const Matrix< fltp08 > & | transform, |
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bool | apply_to_original ) |
◆ screenClosestDistanceSqr() [1/2]
fltp08 screenClosestDistanceSqr |
( |
bool | outer_bound | ) |
const |
◆ screenClosestDistanceSqr() [2/2]
◆ selectionBounds()
◆ setAllowSolidInteraction()
void setAllowSolidInteraction |
( |
bool | allow_solid_intersection | ) |
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inline |
◆ setGeometryTransform()
◆ setNearestGeometry()
◆ setNearestLayer()
◆ setNearestMaterial()
◆ setNearestModel()
◆ setNearestScreenPosition()
◆ updateLineEndPoint()
◆ uuid()
◆ validModelSelection()
bool validModelSelection |
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const Model & | model | ) |
const |
◆ allow_inverse_trans
bool allow_inverse_trans = false |
◆ camera
◆ current_model
◆ current_selection
◆ grips
◆ is_edit
◆ is_exact
◆ m_allow_solid_intersection
bool m_allow_solid_intersection |
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protected |
◆ m_id
◆ m_pushed_mask_transforms
◆ m_pushed_transforms
◆ m_valid_model_stack
◆ mask_added
◆ mask_subtracted
bool mask_subtracted = true |
◆ min_screen_cutoff_distance
fltp08 min_screen_cutoff_distance = 0.0 |
◆ nearest_line
◆ nearest_point
◆ nearest_solid
◆ override_material
◆ screen_line_bias
◆ screen_point_bias
fltp08 screen_point_bias = 0.0 |
◆ selection
◆ selection_filter
std::function<bool(const Model&)> selection_filter |
◆ selection_masks
◆ selection_winding_mode
◆ use_interaction_flag
bool use_interaction_flag = true |
◆ world_nearest_location
◆ world_selection_line
The documentation for this class was generated from the following files: