rts_glOBJ.h
2.41 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
#ifndef RTS_GLOBJ_H
#define RTS_GLOBJ_H
#include "objJedi.h"
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <list>
using namespace std;
#define BUFSIZE 20000
#define OBJ_NOT_SELECTED 0x0000
#define OBJ_SELECTED 0x0001
#define OBJ_SELECTED_PRIMITIVES 0x0002
#define RTS_GLOBJ_SINGLE_NEW_SELECTION 0
#define RTS_GLOBJ_SINGLE_ADD_SELECTION 1
#define RTS_GLOBJ_SINGLE_SUB_SELECTION 2
#define RTS_GLOBJ_MULTI_NEW_SELECTION 3
#define RTS_GLOBJ_MULTI_ADD_SELECTION 4
#define RTS_GLOBJ_MULTI_SUB_SELECTION 5
class rts_glOBJ : public rtsOBJ
{
private:
int is_selected; //the object, or part of the object, is selected
list<unsigned int> selected_primitives;
//rendering variables
GLint dl;
bool dl_valid; //true if the display list is valid
OBJint f_CreateDisplayList();
void f_RenderPointList(unsigned int pointlist);
void f_RenderLineStrip(unsigned int line);
void f_RenderFace(unsigned int face);
OBJint f_RenderTexCoord(vertex_texture &texcoord);
OBJint f_RenderNormal(vertex_normal &normal);
OBJint f_RenderVertex(vertex_position &v);
OBJint f_RenderPrimitive(unsigned int id);
void SelectMultipleHits(GLuint* buffer, unsigned int num_hits);
void SelectClosestHit(GLuint* buffer, unsigned int num_hits);
void SelectPrimitive(unsigned int primitive);
void UnselectMultipleHits(GLuint* buffer, unsigned int num_hits);
void UnselectClosestHit(GLuint* buffer, unsigned int num_hits);
void UnselectPrimitive(unsigned int primitive);
public:
//constructors
//basic
rts_glOBJ()
{
is_selected = false;
dl_valid = false;
cout<<selected_primitives.size()<<endl;
}
//assignment
rts_glOBJ& operator=(const rtsOBJ& obj)
{
CopyOBJ(obj);
is_selected = false;
dl_valid = false;
return *this;
}
//copy
rts_glOBJ(const rtsOBJ& obj)
{
CopyOBJ(obj);
is_selected = false;
dl_valid = false;
//return *this;
}
OBJint glRender();
OBJint glRenderSelected();
void Invalidate(){dl_valid = false;} //invalidate the display list
//return true of the object is currently selected
int selected(){return is_selected;};
//unsigned int getSelected(unsigned int i = 0){return selected_primitives[i];}
void Pick(unsigned int x, unsigned int y, unsigned int size_x, unsigned int size_y, unsigned int picktype = RTS_GLOBJ_SINGLE_NEW_SELECTION);
rts_glOBJ GetSelected();
void ExpandSelection();
};
#endif