Make lots of objects use the center and height maintainer (for consistency)
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22 changed files with 485 additions and 572 deletions
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@ -35,6 +35,7 @@ using MatterHackers.Agg.UI;
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using MatterHackers.Agg.VertexSource;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.MatterControl.DesignTools.Operations;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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@ -98,33 +99,28 @@ namespace MatterHackers.MatterControl.DesignTools
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InnerDiameter = agg_basics.Clamp(InnerDiameter, 0, OuterDiameter - .1, ref changed);
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Sides = agg_basics.Clamp(Sides, 3, 360, ref changed);
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var aabb = this.GetAxisAlignedBoundingBox();
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var startingAngle = StartingAngle;
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var endingAngle = EndingAngle;
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if (!Advanced)
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using (new CenterAndHeightMantainer(this))
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{
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startingAngle = 0;
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endingAngle = 360;
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}
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var startingAngle = StartingAngle;
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var endingAngle = EndingAngle;
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if (!Advanced)
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{
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startingAngle = 0;
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endingAngle = 360;
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}
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var innerDiameter = Math.Min(OuterDiameter - .1, InnerDiameter);
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var innerDiameter = Math.Min(OuterDiameter - .1, InnerDiameter);
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var path = new VertexStorage();
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path.MoveTo(OuterDiameter / 2, -Height / 2);
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path.LineTo(OuterDiameter / 2, Height / 2);
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path.LineTo(innerDiameter / 2, Height / 2);
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path.LineTo(innerDiameter / 2, -Height / 2);
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path.LineTo(OuterDiameter / 2, -Height / 2);
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var path = new VertexStorage();
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path.MoveTo(OuterDiameter / 2, -Height / 2);
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path.LineTo(OuterDiameter / 2, Height / 2);
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path.LineTo(innerDiameter / 2, Height / 2);
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path.LineTo(innerDiameter / 2, -Height / 2);
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path.LineTo(OuterDiameter / 2, -Height / 2);
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var startAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(startingAngle));
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var endAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(endingAngle));
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Mesh = VertexSourceToMesh.Revolve(path, Sides, startAngle, endAngle);
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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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var startAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(startingAngle));
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var endAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(endingAngle));
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Mesh = VertexSourceToMesh.Revolve(path, Sides, startAngle, endAngle);
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}
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}
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