2018-01-31 18:12:56 -08:00
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/*
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Copyright (c) 2018, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using System.Collections.Generic;
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using ClipperLib;
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2018-03-08 17:23:03 -08:00
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using MatterHackers.Agg.UI;
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2018-01-31 18:12:56 -08:00
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using MatterHackers.DataConverters3D;
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2018-06-06 15:46:30 -07:00
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using MatterHackers.Localizations;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.DesignTools.Operations
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{
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using MatterHackers.Agg.VertexSource;
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using MatterHackers.DataConverters2D;
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using MatterHackers.MatterControl.PartPreviewWindow;
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using Newtonsoft.Json;
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Polygon = List<IntPoint>;
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using Polygons = List<List<IntPoint>>;
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2018-06-21 21:02:37 -07:00
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public class SmoothPathObject3D : Object3D, IPathObject, IEditorDraw
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{
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public IVertexSource VertexSource { get; set; } = new VertexStorage();
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public SmoothPathObject3D()
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{
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Name = "Smooth Path".Localize();
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}
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public double SmoothDistance { get; set; } = .3;
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public int Iterations { get; set; } = 3;
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public override async void OnInvalidate(InvalidateArgs invalidateType)
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{
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if ((invalidateType.InvalidateType.HasFlag(InvalidateType.Children)
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|| invalidateType.InvalidateType.HasFlag(InvalidateType.Matrix)
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|| invalidateType.InvalidateType.HasFlag(InvalidateType.Path))
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&& invalidateType.Source != this
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&& !RebuildLocked)
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{
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await Rebuild();
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}
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else if (invalidateType.InvalidateType.HasFlag(InvalidateType.Properties)
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&& invalidateType.Source == this)
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{
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await Rebuild();
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}
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else
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{
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base.OnInvalidate(invalidateType);
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}
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}
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public override Task Rebuild()
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{
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this.DebugDepth("Rebuild");
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var rebuildLock = RebuildLock();
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return ApplicationController.Instance.Tasks.Execute(
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"Smooth Path".Localize(),
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null,
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(reporter, cancellationToken) =>
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{
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DoSmoothing((long)(SmoothDistance * 1000), Iterations);
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rebuildLock.Dispose();
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Parent?.Invalidate(new InvalidateArgs(this, InvalidateType.Path));
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return Task.CompletedTask;
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});
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}
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private void DoSmoothing(long maxDist, int interations)
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{
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bool closedPath = true;
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var path = this.Children.OfType<IPathObject>().FirstOrDefault();
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if(path == null)
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{
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// clear our existing data
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VertexSource = new VertexStorage();
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return;
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}
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var sourceVertices = path.VertexSource;
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var inputPolygons = sourceVertices.CreatePolygons();
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Polygons outputPolygons = new Polygons();
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foreach (Polygon inputPolygon in inputPolygons)
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{
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int numVerts = inputPolygon.Count;
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long maxDistSquared = maxDist * maxDist;
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var smoothedPositions = new Polygon(numVerts);
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foreach (IntPoint inputPosition in inputPolygon)
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{
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smoothedPositions.Add(inputPosition);
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}
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for (int iteration = 0; iteration < interations; iteration++)
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{
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var positionsThisPass = new Polygon(numVerts);
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foreach (IntPoint inputPosition in smoothedPositions)
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{
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positionsThisPass.Add(inputPosition);
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}
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int startIndex = closedPath ? 0 : 1;
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int endIndex = closedPath ? numVerts : numVerts - 1;
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for (int i = startIndex; i < endIndex; i++)
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{
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// wrap back to the previous index
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IntPoint prev = positionsThisPass[(i + numVerts - 1) % numVerts];
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IntPoint cur = positionsThisPass[i];
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IntPoint next = positionsThisPass[(i + 1) % numVerts];
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IntPoint newPos = (prev + cur + next) / 3;
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IntPoint delta = newPos - inputPolygon[i];
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if (delta.LengthSquared() > maxDistSquared)
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{
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delta = delta.GetLength(maxDist);
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newPos = inputPolygon[i] + delta;
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}
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smoothedPositions[i] = newPos;
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}
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}
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outputPolygons.Add(smoothedPositions);
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outputPolygons = ClipperLib.Clipper.CleanPolygons(outputPolygons, Math.Max(maxDist/10, 1.415));
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}
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VertexSource = outputPolygons.CreateVertexStorage();
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}
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2019-02-13 10:26:02 -08:00
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public void DrawEditor(InteractionLayer layer, List<Object3DView> transparentMeshes, DrawEventArgs e, ref bool suppressNormalDraw)
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{
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ImageToPathObject3D.DrawPath(this);
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}
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}
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}
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