Make lots of objects use the center and height maintainer (for consistency)
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77ebe6ab09
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22 changed files with 485 additions and 572 deletions
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@ -101,169 +101,164 @@ namespace MatterHackers.MatterControl.DesignTools
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{
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using (RebuildLock())
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{
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var aabb = this.GetAxisAlignedBoundingBox();
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this.Children.Modify(list =>
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using (new CenterAndHeightMantainer(this))
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{
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this.Children.Modify(list =>
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{
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list.Clear();
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});
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var brailleText = TextToEncode;
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if (UseGrade2)
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{
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brailleText = BrailleGrade2.ConvertString(brailleText);
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}
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var brailleText = TextToEncode;
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if (UseGrade2)
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{
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brailleText = BrailleGrade2.ConvertString(brailleText);
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}
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double pointSize = 18.5;
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double pointsToMm = 0.352778;
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IObject3D textObject = new Object3D();
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var offest = 0.0;
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double pointSize = 18.5;
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double pointsToMm = 0.352778;
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IObject3D textObject = new Object3D();
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var offest = 0.0;
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TypeFacePrinter textPrinter;
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if (RenderAsBraille)
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{
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textPrinter = new TypeFacePrinter(brailleText, new StyledTypeFace(typeFace, pointSize));
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}
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else
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{
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textPrinter = new TypeFacePrinter(brailleText, new StyledTypeFace(ApplicationController.GetTypeFace(NamedTypeFace.Liberation_Mono), pointSize));
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}
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foreach (var letter in brailleText.ToCharArray())
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{
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IObject3D letterObject;
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TypeFacePrinter letterPrinter;
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TypeFacePrinter textPrinter;
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if (RenderAsBraille)
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{
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letterPrinter = new TypeFacePrinter(letter.ToString(), new StyledTypeFace(typeFace, pointSize));
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var scalledLetterPrinter = new VertexSourceApplyTransform(letterPrinter, Affine.NewScaling(pointsToMm));
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// add all the spheres to letterObject
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letterObject = new Object3D();
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var vertexCount = 0;
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var positionSum = Vector2.Zero;
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var lastPosition = Vector2.Zero;
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// find each dot outline and get it's center and place a sphere there
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foreach (var vertex in scalledLetterPrinter.Vertices())
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{
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switch (vertex.command)
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{
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case Agg.ShapePath.FlagsAndCommand.Stop:
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case Agg.ShapePath.FlagsAndCommand.EndPoly:
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case Agg.ShapePath.FlagsAndCommand.FlagClose:
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case Agg.ShapePath.FlagsAndCommand.MoveTo:
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if (vertexCount > 0)
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{
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var center = positionSum / vertexCount;
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double radius = 1.44 / 2;// (center - lastPosition).Length;
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var sphere = new HalfSphereObject3D(radius * 2, 15)
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{
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Color = Color.LightBlue
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};
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sphere.Translate(center.X, center.Y);
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letterObject.Children.Add(sphere);
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}
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vertexCount = 0;
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positionSum = Vector2.Zero;
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break;
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case Agg.ShapePath.FlagsAndCommand.Curve3:
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case Agg.ShapePath.FlagsAndCommand.Curve4:
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case Agg.ShapePath.FlagsAndCommand.LineTo:
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vertexCount++;
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lastPosition = vertex.position;
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positionSum += lastPosition;
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break;
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}
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}
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textPrinter = new TypeFacePrinter(brailleText, new StyledTypeFace(typeFace, pointSize));
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}
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else
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{
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letterPrinter = new TypeFacePrinter(letter.ToString(), new StyledTypeFace(ApplicationController.GetTypeFace(NamedTypeFace.Liberation_Mono), pointSize));
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var scalledLetterPrinter = new VertexSourceApplyTransform(letterPrinter, Affine.NewScaling(pointsToMm));
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letterObject = new Object3D()
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{
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Mesh = VertexSourceToMesh.Extrude(scalledLetterPrinter, 1),
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Color = Color.LightBlue
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};
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textPrinter = new TypeFacePrinter(brailleText, new StyledTypeFace(ApplicationController.GetTypeFace(NamedTypeFace.Liberation_Mono), pointSize));
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}
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letterObject.Matrix = Matrix4X4.CreateTranslation(offest, 0, 0);
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textObject.Children.Add(letterObject);
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offest += letterPrinter.GetSize(letter.ToString()).X * pointsToMm;
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}
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// add a plate under the dots
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var padding = .9 * pointSize * pointsToMm / 2;
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var size = textPrinter.LocalBounds * pointsToMm;
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// make the base
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var basePath = new VertexStorage();
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basePath.MoveTo(0, 0);
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basePath.LineTo(size.Width + padding, 0);
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basePath.LineTo(size.Width + padding, size.Height + padding);
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basePath.LineTo(padding, size.Height + padding);
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basePath.LineTo(0, size.Height);
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IObject3D basePlate = new Object3D()
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{
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Mesh = VertexSourceToMesh.Extrude(basePath, BaseHeight)
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};
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basePlate = new AlignObject3D(basePlate, FaceAlign.Top, textObject, FaceAlign.Bottom, 0, 0, .01);
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basePlate = new AlignObject3D(basePlate, FaceAlign.Left | FaceAlign.Front,
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size.Left - padding / 2,
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size.Bottom - padding / 2);
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this.Children.Add(basePlate);
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basePlate.Matrix *= Matrix4X4.CreateRotationX(MathHelper.Tau / 4);
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// add an optional chain hook
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if (AddHook)
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{
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// x 10 to make it smoother
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double edgeWidth = 3;
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double height = basePlate.ZSize();
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IVertexSource leftSideObject = new RoundedRect(0, 0, height / 2, height, 0)
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foreach (var letter in brailleText.ToCharArray())
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{
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ResolutionScale = 10
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IObject3D letterObject;
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TypeFacePrinter letterPrinter;
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if (RenderAsBraille)
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{
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letterPrinter = new TypeFacePrinter(letter.ToString(), new StyledTypeFace(typeFace, pointSize));
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var scalledLetterPrinter = new VertexSourceApplyTransform(letterPrinter, Affine.NewScaling(pointsToMm));
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// add all the spheres to letterObject
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letterObject = new Object3D();
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var vertexCount = 0;
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var positionSum = Vector2.Zero;
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var lastPosition = Vector2.Zero;
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// find each dot outline and get it's center and place a sphere there
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foreach (var vertex in scalledLetterPrinter.Vertices())
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{
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switch (vertex.command)
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{
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case Agg.ShapePath.FlagsAndCommand.Stop:
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case Agg.ShapePath.FlagsAndCommand.EndPoly:
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case Agg.ShapePath.FlagsAndCommand.FlagClose:
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case Agg.ShapePath.FlagsAndCommand.MoveTo:
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if (vertexCount > 0)
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{
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var center = positionSum / vertexCount;
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double radius = 1.44 / 2;// (center - lastPosition).Length;
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var sphere = new HalfSphereObject3D(radius * 2, 15)
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{
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Color = Color.LightBlue
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};
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sphere.Translate(center.X, center.Y);
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letterObject.Children.Add(sphere);
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}
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vertexCount = 0;
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positionSum = Vector2.Zero;
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break;
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case Agg.ShapePath.FlagsAndCommand.Curve3:
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case Agg.ShapePath.FlagsAndCommand.Curve4:
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case Agg.ShapePath.FlagsAndCommand.LineTo:
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vertexCount++;
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lastPosition = vertex.position;
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positionSum += lastPosition;
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break;
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}
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}
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}
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else
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{
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letterPrinter = new TypeFacePrinter(letter.ToString(), new StyledTypeFace(ApplicationController.GetTypeFace(NamedTypeFace.Liberation_Mono), pointSize));
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var scalledLetterPrinter = new VertexSourceApplyTransform(letterPrinter, Affine.NewScaling(pointsToMm));
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letterObject = new Object3D()
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{
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Mesh = VertexSourceToMesh.Extrude(scalledLetterPrinter, 1),
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Color = Color.LightBlue
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};
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}
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letterObject.Matrix = Matrix4X4.CreateTranslation(offest, 0, 0);
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textObject.Children.Add(letterObject);
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offest += letterPrinter.GetSize(letter.ToString()).X * pointsToMm;
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}
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// add a plate under the dots
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var padding = .9 * pointSize * pointsToMm / 2;
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var size = textPrinter.LocalBounds * pointsToMm;
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// make the base
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var basePath = new VertexStorage();
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basePath.MoveTo(0, 0);
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basePath.LineTo(size.Width + padding, 0);
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basePath.LineTo(size.Width + padding, size.Height + padding);
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basePath.LineTo(padding, size.Height + padding);
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basePath.LineTo(0, size.Height);
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IObject3D basePlate = new Object3D()
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{
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Mesh = VertexSourceToMesh.Extrude(basePath, BaseHeight)
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};
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IVertexSource cicleObject = new Ellipse(0, 0, height / 2, height / 2)
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basePlate = new AlignObject3D(basePlate, FaceAlign.Top, textObject, FaceAlign.Bottom, 0, 0, .01);
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basePlate = new AlignObject3D(basePlate, FaceAlign.Left | FaceAlign.Front,
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size.Left - padding / 2,
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size.Bottom - padding / 2);
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this.Children.Add(basePlate);
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basePlate.Matrix *= Matrix4X4.CreateRotationX(MathHelper.Tau / 4);
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// add an optional chain hook
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if (AddHook)
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{
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ResolutionScale = 10
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};
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// x 10 to make it smoother
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double edgeWidth = 3;
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double height = basePlate.ZSize();
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IVertexSource leftSideObject = new RoundedRect(0, 0, height / 2, height, 0)
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{
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ResolutionScale = 10
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};
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cicleObject = new Align2D(cicleObject, Side2D.Left | Side2D.Bottom, leftSideObject, Side2D.Left | Side2D.Bottom, -.01);
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IVertexSource holeObject = new Ellipse(0, 0, height / 2 - edgeWidth, height / 2 - edgeWidth)
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{
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ResolutionScale = 10
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};
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holeObject = new SetCenter2D(holeObject, cicleObject.GetBounds().Center);
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IVertexSource cicleObject = new Ellipse(0, 0, height / 2, height / 2)
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{
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ResolutionScale = 10
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};
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IVertexSource hookPath = leftSideObject.Plus(cicleObject);
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hookPath = hookPath.Minus(holeObject);
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cicleObject = new Align2D(cicleObject, Side2D.Left | Side2D.Bottom, leftSideObject, Side2D.Left | Side2D.Bottom, -.01);
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IVertexSource holeObject = new Ellipse(0, 0, height / 2 - edgeWidth, height / 2 - edgeWidth)
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{
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ResolutionScale = 10
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};
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holeObject = new SetCenter2D(holeObject, cicleObject.GetBounds().Center);
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IObject3D chainHook = new Object3D()
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{
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Mesh = VertexSourceToMesh.Extrude(hookPath, BaseHeight),
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Matrix = Matrix4X4.CreateRotationX(MathHelper.Tau / 4)
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};
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IVertexSource hookPath = leftSideObject.Plus(cicleObject);
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hookPath = hookPath.Minus(holeObject);
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chainHook = new AlignObject3D(chainHook, FaceAlign.Left | FaceAlign.Bottom | FaceAlign.Back, basePlate, FaceAlign.Right | FaceAlign.Bottom | FaceAlign.Back, -.01);
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IObject3D chainHook = new Object3D()
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{
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Mesh = VertexSourceToMesh.Extrude(hookPath, BaseHeight),
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Matrix = Matrix4X4.CreateRotationX(MathHelper.Tau / 4)
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};
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this.Children.Add(chainHook);
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}
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chainHook = new AlignObject3D(chainHook, FaceAlign.Left | FaceAlign.Bottom | FaceAlign.Back, basePlate, FaceAlign.Right | FaceAlign.Bottom | FaceAlign.Back, -.01);
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// add the object that is the dots
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this.Children.Add(textObject);
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textObject.Matrix *= Matrix4X4.CreateRotationX(MathHelper.Tau / 4);
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this.Children.Add(chainHook);
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}
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if (aabb.ZSize > 0)
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{
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// If the part was already created and at a height, maintain the height.
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PlatingHelper.PlaceMeshAtHeight(this, aabb.MinXYZ.Z);
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// add the object that is the dots
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this.Children.Add(textObject);
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textObject.Matrix *= Matrix4X4.CreateRotationX(MathHelper.Tau / 4);
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}
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}
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