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
@ -93,40 +94,36 @@ namespace MatterHackers.MatterControl.DesignTools
Sides = agg_basics.Clamp(Sides, 3, 360, ref changed);
LatitudeSides = agg_basics.Clamp(LatitudeSides, 3, 360, ref changed);
var aabb = this.GetAxisAlignedBoundingBox();
var startingAngle = StartingAngle;
var endingAngle = EndingAngle;
var latitudeSides = LatitudeSides;
if (!Advanced)
using (new CenterAndHeightMantainer(this))
{
startingAngle = 0;
endingAngle = 360;
latitudeSides = Sides;
}
var startingAngle = StartingAngle;
var endingAngle = EndingAngle;
var latitudeSides = LatitudeSides;
if (!Advanced)
{
startingAngle = 0;
endingAngle = 360;
latitudeSides = Sides;
}
var path = new VertexStorage();
var angleDelta = MathHelper.Tau / 2 / latitudeSides;
var angle = -MathHelper.Tau / 4;
var radius = Diameter / 2;
path.MoveTo(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)));
}
var path = new VertexStorage();
var angleDelta = MathHelper.Tau / 2 / latitudeSides;
var angle = -MathHelper.Tau / 4;
var radius = Diameter / 2;
path.MoveTo(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)));
}
var startAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(startingAngle));
var endAngle = MathHelper.Range0ToTau(MathHelper.DegreesToRadians(endingAngle));
var steps = Math.Max(1, (int)(Sides * MathHelper.Tau / Math.Abs(MathHelper.GetDeltaAngle(startAngle, endAngle)) + .5));
Mesh = VertexSourceToMesh.Revolve(path,
steps,
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));
var steps = Math.Max(1, (int)(Sides * MathHelper.Tau / Math.Abs(MathHelper.GetDeltaAngle(startAngle, endAngle)) + .5));
Mesh = VertexSourceToMesh.Revolve(path,
steps,
startAngle,
endAngle);
}
}