Mess around with the appearance of selection boxes
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@ -307,8 +307,8 @@ class SelectionCursorRenderNode(rendernode.RenderNode):
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point = self.sceneNode.point
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point = self.sceneNode.point
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if point is None:
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if point is None:
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return
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return
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selectionColor = map(lambda a: a * a * a * a, self.sceneNode.color)
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#selectionColor = map(lambda a: a * a * a * a, self.sceneNode.color)
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r, g, b = selectionColor
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r, g, b = self.sceneNode.color
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alpha = 0.3
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alpha = 0.3
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box = BoundingBox(point, (1, 1, 1))
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box = BoundingBox(point, (1, 1, 1))
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@ -317,15 +317,25 @@ class SelectionCursorRenderNode(rendernode.RenderNode):
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GL.glEnable(GL.GL_BLEND)
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GL.glEnable(GL.GL_BLEND)
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GL.glPolygonOffset(DepthOffsets.SelectionCursor, DepthOffsets.SelectionCursor)
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GL.glPolygonOffset(DepthOffsets.SelectionCursor, DepthOffsets.SelectionCursor)
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# Highlighted face
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GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
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GL.glColor(r, g, b, alpha)
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cubes.drawFace(box, self.sceneNode.face)
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# Wire box
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# Wire box
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GL.glColor(1., 1., 1., alpha)
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GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
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GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
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GL.glLineWidth(3.0)
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GL.glColor(1., 1., 1., alpha)
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cubes.drawBox(box)
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cubes.drawBox(box)
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# Highlighted face
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GL.glLineWidth(1.0)
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GL.glColor(r, g, b, alpha)
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GL.glColor(0.2, 0.2, 0.2, alpha)
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cubes.drawFace(box, self.sceneNode.face)
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cubes.drawBox(box)
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class SelectionCursor(scenenode.Node):
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class SelectionCursor(scenenode.Node):
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@ -279,8 +279,10 @@ class BoxHandle(scenenode.Node, QtCore.QObject):
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self.faceDragNode.visible = False
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self.faceDragNode.visible = False
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if self.moveModifierDown(event):
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if self.moveModifierDown(event):
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self.faceDragNode.color = self._moveFaceColor
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self.faceDragNode.color = self._moveFaceColor
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self.faceDragNode.wireColor = self._moveFaceColor
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else:
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else:
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self.faceDragNode.color = self._resizeFaceColor
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self.faceDragNode.color = self._resizeFaceColor
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self.faceDragNode.wireColor = self._resizeFaceColor
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_moveFaceColor = (0.3, 0.9, 0.3)
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_moveFaceColor = (0.3, 0.9, 0.3)
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_resizeFaceColor = (0.3, 0.6, 0.9)
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_resizeFaceColor = (0.3, 0.6, 0.9)
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@ -326,7 +326,7 @@ class SelectionBoxNode(scenenode.Node):
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self._color = value
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self._color = value
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self.dirty = True
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self.dirty = True
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_wireColor = (1, 1, 1, .6)
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_wireColor = (.8, .8, .8, .6)
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@property
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@property
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def wireColor(self):
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def wireColor(self):
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return self._wireColor
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return self._wireColor
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@ -344,16 +344,18 @@ class SelectionFaceRenderNode(rendernode.RenderNode):
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return
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return
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alpha = 0.16
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alpha = 0.16
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r, g, b = self.sceneNode.color
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with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT | GL.GL_LINE_BIT):
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with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT | GL.GL_LINE_BIT):
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GL.glDisable(GL.GL_DEPTH_TEST)
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GL.glDisable(GL.GL_DEPTH_TEST)
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GL.glDepthMask(False)
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GL.glDepthMask(False)
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GL.glEnable(GL.GL_BLEND)
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GL.glEnable(GL.GL_BLEND)
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GL.glPolygonOffset(self.sceneNode.depth, self.sceneNode.depth)
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GL.glPolygonOffset(self.sceneNode.depth, self.sceneNode.depth)
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GL.glColor(1.0, 1.0, 1.0, 1.0)
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r, g, b = self.sceneNode.wireColor
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GL.glLineWidth(2.0)
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GL.glColor(r, g, b, .8)
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GL.glLineWidth(3.0)
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cubes.drawFace(box, self.sceneNode.face, GL.GL_LINE_STRIP)
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cubes.drawFace(box, self.sceneNode.face, GL.GL_LINE_STRIP)
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r, g, b = self.sceneNode.color
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GL.glColor(r, g, b, alpha)
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GL.glColor(r, g, b, alpha)
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GL.glEnable(GL.GL_DEPTH_TEST)
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GL.glEnable(GL.GL_DEPTH_TEST)
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cubes.drawFace(box, self.sceneNode.face)
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cubes.drawFace(box, self.sceneNode.face)
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@ -394,6 +396,15 @@ class SelectionFaceNode(scenenode.Node):
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self._color = value
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self._color = value
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self.dirty = True
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self.dirty = True
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_wireColor = (.8, .8, .8, .6)
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@property
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def wireColor(self):
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return self._wireColor
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@wireColor.setter
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def wireColor(self, value):
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self._wireColor = value
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self.dirty = True
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def boxFaceUnderCursor(box, mouseRay):
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def boxFaceUnderCursor(box, mouseRay):
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"""
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"""
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