Remove dead code
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parent
62b5f91b9c
commit
46c88217c5
1 changed files with 2 additions and 68 deletions
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@ -270,15 +270,14 @@ namespace MatterHackers.MeshVisualizer
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public class MeshViewerWidget : GuiWidget
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{
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static ImageBuffer ViewOnlyTexture;
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private static ImageBuffer ViewOnlyTexture;
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private Color lightWireframe = new Color("#aaa4");
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private Color darkWireframe = new Color("#3334");
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private GridColors gridColors;
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private Color gCodeMeshColor;
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// TODO: Need to be instance based for multi-printer
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public GuiWidget ParentSurface { get; set; }
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private InteractiveScene scene;
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private InteractionLayer interactionLayer;
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@ -329,12 +328,6 @@ namespace MatterHackers.MeshVisualizer
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}
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}
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public override void OnParentChanged(EventArgs e)
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{
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this.ParentSurface = this.Parent;
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base.OnParentChanged(e);
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}
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public WorldView World { get; }
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private class GridColors
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@ -469,8 +462,6 @@ namespace MatterHackers.MeshVisualizer
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base.FindNamedChildrenRecursive(nameToSearchFor, foundChildren, touchingBounds, seachType, allowInvalidItems);
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}
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protected InteractiveScene scene { get; }
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public static void AssertDebugNotDefined()
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{
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#if DEBUG
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@ -498,63 +489,6 @@ namespace MatterHackers.MeshVisualizer
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public bool SuppressUiVolumes { get; set; } = false;
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private CancellationTokenSource fileLoadCancellationTokenSource;
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public async Task LoadItemIntoScene(string itemPath, Vector2 bedCenter = new Vector2(), string itemName = null)
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{
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if (File.Exists(itemPath))
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{
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fileLoadCancellationTokenSource = new CancellationTokenSource();
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// TODO: How to we handle mesh load errors? How do we report success?
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IObject3D loadedItem = await Task.Run(() => Object3D.Load(itemPath, fileLoadCancellationTokenSource.Token));
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if (loadedItem != null)
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{
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if (itemName != null)
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{
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loadedItem.Name = itemName;
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}
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// SetMeshAfterLoad
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scene.Children.Modify(list =>
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{
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if (loadedItem.Mesh != null)
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{
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// STLs currently load directly into the mesh rather than as a group like AMF
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list.Add(loadedItem);
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}
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else
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{
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list.AddRange(loadedItem.Children);
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}
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});
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CreateGlDataObject(loadedItem);
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}
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else
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{
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// TODO: Error message container moved to Interaction Layer - how could we support this type of error for a loaded scene item?
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//partProcessingInfo.centeredInfoText.Text = string.Format("Sorry! No 3D view available\nfor this file.");
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}
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// Invoke LoadDone event
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LoadDone?.Invoke(this, null);
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}
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else
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{
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// TODO: Error message container moved to Interaction Layer - how could we support this type of error for a loaded scene item?
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//partProcessingInfo.centeredInfoText.Text = string.Format("{0}\n'{1}'", "File not found on disk.", Path.GetFileName(itemPath));
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}
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fileLoadCancellationTokenSource = null;
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}
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public override void OnClosed(ClosedEventArgs e)
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{
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fileLoadCancellationTokenSource?.Cancel();
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base.OnClosed(e);
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}
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private void DrawObject(IObject3D object3D, List<Object3DView> transparentMeshes, bool parentSelected, DrawEventArgs e)
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{
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foreach (var item in object3D.VisibleMeshes())
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