Fix whitespace

This commit is contained in:
John Lewin 2017-12-26 17:54:42 -08:00
parent 2701fefcb3
commit 667266c0a8

View file

@ -46,6 +46,8 @@ namespace MatterHackers.MatterControl.PartPreviewWindow.View3D
public bool Unlocked { get; } = true;
public IEnumerable<Type> SupportedTypes() => new Type[] { typeof(MeshWrapperOperation) };
public GuiWidget Create(IObject3D group, View3DWidget view3DWidget, ThemeConfig theme)
{
this.view3DWidget = view3DWidget;
@ -70,42 +72,36 @@ namespace MatterHackers.MatterControl.PartPreviewWindow.View3D
return mainContainer;
}
public IEnumerable<Type> SupportedTypes() => new Type[]
{
typeof(MeshWrapperOperation),
};
private async void ProcessBooleans(IObject3D group)
{
// spin up a task to remove holes from the objects in the group
await Task.Run(() =>
await Task.Run(() =>
{
var participants = group.Descendants().Where((obj) => obj.OwnerID == group.ID);
if (participants.Count() > 1)
{
var participants = group.Descendants().Where((obj) => obj.OwnerID == group.ID);
var first = participants.First();
if (participants.Count() > 1)
foreach (var remove in participants)
{
var first = participants.First();
foreach (var remove in participants)
if (remove != first)
{
if(remove != first)
{
var transformedRemove = Mesh.Copy(remove.Mesh, CancellationToken.None);
transformedRemove.Transform(remove.WorldMatrix());
var transformedRemove = Mesh.Copy(remove.Mesh, CancellationToken.None);
transformedRemove.Transform(remove.WorldMatrix());
var transformedKeep = Mesh.Copy(first.Mesh, CancellationToken.None);
transformedKeep.Transform(first.WorldMatrix());
var transformedKeep = Mesh.Copy(first.Mesh, CancellationToken.None);
transformedKeep.Transform(first.WorldMatrix());
transformedKeep = PolygonMesh.Csg.CsgOperations.Intersect(transformedKeep, transformedRemove);
var inverse = first.WorldMatrix();
inverse.Invert();
transformedKeep.Transform(inverse);
first.Mesh = transformedKeep;
remove.Visible = false;
}
transformedKeep = PolygonMesh.Csg.CsgOperations.Intersect(transformedKeep, transformedRemove);
var inverse = first.WorldMatrix();
inverse.Invert();
transformedKeep.Transform(inverse);
first.Mesh = transformedKeep;
remove.Visible = false;
}
}
});
}
});
}
}
}