Making primitives rebuild when there is no mesh
Making protection recognized by source containers
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14 changed files with 98 additions and 12 deletions
54
MatterControlLib/DesignTools/Primitives/PrimitiveObject3D.cs
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54
MatterControlLib/DesignTools/Primitives/PrimitiveObject3D.cs
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/*
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Copyright (c) 2019, 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.Threading.Tasks;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.PolygonMesh;
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namespace MatterHackers.MatterControl.DesignTools
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{
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public class PrimitiveObject3D : Object3D
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{
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public override Mesh Mesh
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{
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get
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{
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if (base.Mesh == null && !RebuildLocked)
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{
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this.Invalidate(InvalidateType.Properties);
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}
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return base.Mesh;
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}
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set => base.Mesh = value;
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}
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}
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}
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