2018-04-01 16:06:31 -07:00
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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 MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.MatterControl.PartPreviewWindow.View3D;
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using MatterHackers.VectorMath;
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using System;
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using System.ComponentModel;
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using System.Threading;
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2018-04-01 16:06:31 -07:00
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namespace MatterHackers.MatterControl.DesignTools
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{
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public class PinchObject3D : MeshWrapperObject3D
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{
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public PinchObject3D()
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{
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Name = "Pinch".Localize();
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}
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[DisplayName("Back Ratio")]
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public double PinchRatio { get; set; } = .5;
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public override void OnInvalidate(InvalidateArgs invalidateType)
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{
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if ((invalidateType.InvalidateType == InvalidateType.Content
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|| invalidateType.InvalidateType == InvalidateType.Matrix
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|| invalidateType.InvalidateType == InvalidateType.Mesh)
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&& invalidateType.Source != this
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&& !RebuildLocked)
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{
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Rebuild(null);
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}
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else if (invalidateType.InvalidateType == InvalidateType.Properties
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&& invalidateType.Source == this)
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{
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Rebuild(null);
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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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private void Rebuild(UndoBuffer undoBuffer)
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{
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this.DebugDepth("Rebuild");
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using (RebuildLock())
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{
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ResetMeshWrapperMeshes(Object3DPropertyFlags.All, CancellationToken.None);
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// remember the current matrix then clear it so the parts will rotate at the original wrapped position
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var currentMatrix = Matrix;
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Matrix = Matrix4X4.Identity;
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var aabb = this.GetAxisAlignedBoundingBox();
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foreach (var items in this.WrappedObjects())
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{
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var transformedMesh = items.meshCopy.Mesh;
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var originalMesh = items.original.Mesh;
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var itemMatrix = items.original.WorldMatrix(this);
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var invItemMatrix = itemMatrix.Inverted;
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for (int i = 0; i < originalMesh.Vertices.Count; i++)
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{
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var pos = originalMesh.Vertices[i];
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pos = pos.Transform(itemMatrix);
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var ratioToApply = PinchRatio;
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var distFromCenter = pos.X - aabb.Center.X;
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var distanceToPinch = distFromCenter * (1 - PinchRatio);
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var delta = (aabb.Center.X + distFromCenter * ratioToApply) - pos.X;
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// find out how much to pinch based on y position
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var amountOfRatio = (pos.Y - aabb.MinXYZ.Y) / aabb.YSize;
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var newPos = new Vector3Float(pos.X + delta * amountOfRatio, pos.Y, pos.Z);
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transformedMesh.Vertices[i] = newPos.Transform(invItemMatrix);
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}
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transformedMesh.MarkAsChanged();
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transformedMesh.CalculateNormals();
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}
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// set the matrix back
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Matrix = currentMatrix;
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}
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base.Invalidate(new InvalidateArgs(this, InvalidateType.Content));
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}
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}
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}
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