Make lots of objects use the center and height maintainer (for consistency)

This commit is contained in:
Lars Brubaker 2019-01-29 15:13:16 -08:00
parent 77ebe6ab09
commit 6e8b7386c8
22 changed files with 485 additions and 572 deletions

View file

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