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

@ -34,6 +34,7 @@ using MatterHackers.Agg.UI;
using MatterHackers.Agg.VertexSource;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.DesignTools
@ -88,25 +89,21 @@ namespace MatterHackers.MatterControl.DesignTools
LatitudeSides = agg_basics.Clamp(LatitudeSides, 3, 180, ref changed);
LongitudeSides = agg_basics.Clamp(LongitudeSides, 3, 360, ref changed);
var aabb = this.GetAxisAlignedBoundingBox();
var radius = Diameter / 2;
var angleDelta = MathHelper.Tau / 4 / LatitudeSides;
var angle = 0.0;
var path = new VertexStorage();
path.MoveTo(0, 0);
path.LineTo(new Vector2(radius * Math.Cos(angle), radius * Math.Sin(angle)));
for (int i = 0; i < LatitudeSides; i++)
using (new CenterAndHeightMantainer(this))
{
angle += angleDelta;
var radius = Diameter / 2;
var angleDelta = MathHelper.Tau / 4 / LatitudeSides;
var angle = 0.0;
var path = new VertexStorage();
path.MoveTo(0, 0);
path.LineTo(new Vector2(radius * Math.Cos(angle), radius * Math.Sin(angle)));
}
for (int i = 0; i < LatitudeSides; i++)
{
angle += angleDelta;
path.LineTo(new Vector2(radius * Math.Cos(angle), radius * Math.Sin(angle)));
}
Mesh = VertexSourceToMesh.Revolve(path, LongitudeSides);
if (aabb.ZSize > 0)
{
// If the part was already created and at a height, maintain the height.
PlatingHelper.PlaceMeshAtHeight(this, aabb.MinXYZ.Z);
Mesh = VertexSourceToMesh.Revolve(path, LongitudeSides);
}
}