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

@ -35,6 +35,7 @@ using MatterHackers.Agg.UI;
using MatterHackers.Agg.VertexSource;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.PolygonMesh;
using MatterHackers.VectorMath;
@ -98,33 +99,28 @@ namespace MatterHackers.MatterControl.DesignTools
InnerDiameter = agg_basics.Clamp(InnerDiameter, 0, OuterDiameter - .1, ref changed);
Sides = agg_basics.Clamp(Sides, 3, 360, ref changed);
var aabb = this.GetAxisAlignedBoundingBox();
var startingAngle = StartingAngle;
var endingAngle = EndingAngle;
if (!Advanced)
using (new CenterAndHeightMantainer(this))
{
startingAngle = 0;
endingAngle = 360;
}
var startingAngle = StartingAngle;
var endingAngle = EndingAngle;
if (!Advanced)
{
startingAngle = 0;
endingAngle = 360;
}
var innerDiameter = Math.Min(OuterDiameter - .1, InnerDiameter);
var innerDiameter = Math.Min(OuterDiameter - .1, InnerDiameter);
var path = new VertexStorage();
path.MoveTo(OuterDiameter / 2, -Height / 2);
path.LineTo(OuterDiameter / 2, Height / 2);
path.LineTo(innerDiameter / 2, Height / 2);
path.LineTo(innerDiameter / 2, -Height / 2);
path.LineTo(OuterDiameter / 2, -Height / 2);
var path = new VertexStorage();
path.MoveTo(OuterDiameter / 2, -Height / 2);
path.LineTo(OuterDiameter / 2, Height / 2);
path.LineTo(innerDiameter / 2, Height / 2);
path.LineTo(innerDiameter / 2, -Height / 2);
path.LineTo(OuterDiameter / 2, -Height / 2);
var startAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(startingAngle));
var endAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(endingAngle));
Mesh = VertexSourceToMesh.Revolve(path, Sides, startAngle, endAngle);
if (aabb.ZSize > 0)
{
// If the part was already created and at a height, maintain the height.
PlatingHelper.PlaceMeshAtHeight(this, aabb.MinXYZ.Z);
var startAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(startingAngle));
var endAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(endingAngle));
Mesh = VertexSourceToMesh.Revolve(path, Sides, startAngle, endAngle);
}
}