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/**
* @file lltoolface.cpp
* @brief A tool to manipulate faces
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
// File includes
#include "lltoolface.h"
// Library includes
#include "v3math.h"
// Viewer includes
#include "llagent.h"
//#include "llbuildview.h"
#include "llviewercontrol.h"
#include "llselectmgr.h"
#include "lltoolview.h"
#include "llviewerobject.h"
#include "llviewerwindow.h"
#include "llfloatertools.h"
// Globals
LLToolFace *gToolFace = NULL;
//
// Member functions
//
LLToolFace::LLToolFace()
: LLTool("Texture")
{ }
LLToolFace::~LLToolFace()
{ }
BOOL LLToolFace::handleDoubleClick(S32 x, S32 y, MASK mask)
{
if (!gSelectMgr->isEmpty())
{
// You should already have an object selected from the mousedown.
// If so, show its properties
//gBuildView->showFacePanel();
gFloaterTools->showPanel( LLFloaterTools::PANEL_FACE );
//gBuildView->showMore(LLBuildView::PANEL_FACE);
return TRUE;
}
else
{
// Nothing selected means the first mouse click was probably
// bad, so try again.
return FALSE;
}
}
BOOL LLToolFace::handleMouseDown(S32 x, S32 y, MASK mask)
{
gPickFaces = TRUE;
gViewerWindow->hitObjectOrLandGlobalAsync(x, y, mask, pickCallback);
return TRUE;
}
void LLToolFace::pickCallback(S32 x, S32 y, MASK mask)
{
LLViewerObject* hit_obj = gViewerWindow->lastObjectHit();
if (hit_obj)
{
S32 hit_face = gLastHitObjectFace;
if (hit_obj->isAvatar())
{
// ...clicked on an avatar, so don't do anything
return;
}
// ...clicked on a world object, try to pick the appropriate face
if (mask & MASK_SHIFT)
{
// If object not selected, need to inform sim
if ( !hit_obj->isSelected() )
{
// object wasn't selected so add the object and face
gSelectMgr->selectObjectOnly(hit_obj, hit_face);
}
else if (!gSelectMgr->contains(hit_obj, hit_face) )
{
// object is selected, but not this face, so add it.
gSelectMgr->addAsIndividual(hit_obj, hit_face);
}
else
{
// object is selected, as is this face, so remove the face.
gSelectMgr->remove(hit_obj, hit_face);
// BUG: If you remove the last face, the simulator won't know about it.
}
}
else
{
// clicked without modifiers, select only
// this face
gSelectMgr->deselectAll();
gSelectMgr->selectObjectOnly(hit_obj, hit_face);
}
}
else
{
if (!(mask == MASK_SHIFT))
{
gSelectMgr->deselectAll();
}
}
}
void LLToolFace::handleSelect()
{
// From now on, draw faces
gSelectMgr->setTEMode(TRUE);
}
void LLToolFace::handleDeselect()
{
// Stop drawing faces
gSelectMgr->setTEMode(FALSE);
}
void LLToolFace::render()
{
// for now, do nothing
}
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