Make lots of objects use the center and height maintainer (for consistency)
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77ebe6ab09
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22 changed files with 485 additions and 572 deletions
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@ -34,6 +34,7 @@ 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.VectorMath;
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namespace MatterHackers.MatterControl.DesignTools
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@ -93,40 +94,36 @@ namespace MatterHackers.MatterControl.DesignTools
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Sides = agg_basics.Clamp(Sides, 3, 360, ref changed);
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LatitudeSides = agg_basics.Clamp(LatitudeSides, 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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var latitudeSides = LatitudeSides;
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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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latitudeSides = Sides;
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}
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var startingAngle = StartingAngle;
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var endingAngle = EndingAngle;
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var latitudeSides = LatitudeSides;
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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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latitudeSides = Sides;
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}
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var path = new VertexStorage();
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var angleDelta = MathHelper.Tau / 2 / latitudeSides;
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var angle = -MathHelper.Tau / 4;
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var radius = Diameter / 2;
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path.MoveTo(new Vector2(radius * Math.Cos(angle), radius * Math.Sin(angle)));
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for (int i = 0; i < latitudeSides; i++)
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{
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angle += angleDelta;
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path.LineTo(new Vector2(radius * Math.Cos(angle), radius * Math.Sin(angle)));
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}
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var path = new VertexStorage();
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var angleDelta = MathHelper.Tau / 2 / latitudeSides;
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var angle = -MathHelper.Tau / 4;
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var radius = Diameter / 2;
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path.MoveTo(new Vector2(radius * Math.Cos(angle), radius * Math.Sin(angle)));
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for (int i = 0; i < latitudeSides; i++)
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{
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angle += angleDelta;
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path.LineTo(new Vector2(radius * Math.Cos(angle), radius * Math.Sin(angle)));
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}
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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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var steps = Math.Max(1, (int)(Sides * MathHelper.Tau / Math.Abs(MathHelper.GetDeltaAngle(startAngle, endAngle)) + .5));
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Mesh = VertexSourceToMesh.Revolve(path,
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steps,
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startAngle,
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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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var steps = Math.Max(1, (int)(Sides * MathHelper.Tau / Math.Abs(MathHelper.GetDeltaAngle(startAngle, endAngle)) + .5));
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Mesh = VertexSourceToMesh.Revolve(path,
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steps,
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startAngle,
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endAngle);
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}
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}
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