Improving the interface to Align
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1 changed files with 171 additions and 152 deletions
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@ -34,58 +34,46 @@ using System.Linq;
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using MatterHackers.DataConverters3D;
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using MatterHackers.VectorMath;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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namespace MatterHackers.MatterControl.DesignTools.Operations
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{
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using Aabb = AxisAlignedBoundingBox;
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public class DirectionAxis
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{
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public Vector3 Origin { get; set; }
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public Vector3 Normal { get; set; }
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}
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public class DirectionVector
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{
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public Vector3 Normal { get; set; }
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}
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public class ArangeObject3D : Object3D, IRebuildable
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{
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[JsonIgnoreAttribute]
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Aabb startingBounds = Aabb.Empty;
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[JsonIgnoreAttribute]
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List<Aabb> childrenBounds = new List<Aabb>();
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public enum AlignTo { First, Last, All_Bounds }
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public enum Align { None, Min, Center, Max, Flow }
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public Align AlignmentX { get; set; } = Align.None;
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public AlignTo AlignToX { get; set; } = AlignTo.First;
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public double OffsetX { get; set; } = 0;
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public Align AlignmentY { get; set; } = Align.None;
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public AlignTo AlignToY { get; set; } = AlignTo.First;
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public double OffsetY { get; set; } = 0;
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public Align AlignmentZ { get; set; } = Align.None;
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public AlignTo AlignToZ { get; set; } = AlignTo.First;
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public double OffsetZ { get; set; } = 0;
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public override string ActiveEditor => "PublicPropertyEditor";
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private List<Aabb> childrenBounds = new List<Aabb>();
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public ArangeObject3D()
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{
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}
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public enum Align { None, Min, Center, Max }
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public override string ActiveEditor => "PublicPropertyEditor";
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// Attributes - [SameLineAsLast, Icons(new string[] {"LeftX", "CenterX", "RightX"})]
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public Align XAlign { get; set; } = Align.None;
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// Attributes - [EnableIfNot("XAlign", "None"), Icons(new string[] {"NoneX", "LeftX", "CenterX", "RightX"})]
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public Align XAlignTo { get; set; } = Align.None;
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// Attributes - [EnableIfNot("XAlign", "None")]
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public double OffsetX { get; set; } = 0;
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public Align YAlign { get; set; } = Align.None;
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public Align YAlignTo { get; set; } = Align.None;
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public double YOffset { get; set; } = 0;
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public Align ZAlign { get; set; } = Align.None;
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public Align ZAlignTo { get; set; } = Align.None;
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public double ZOffset { get; set; } = 0;
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public void Rebuild()
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{
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var aabb = this.GetAxisAlignedBoundingBox();
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if (startingBounds == Aabb.Empty)
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// TODO: check if the has code for the children
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if (childrenBounds.Count == 0)
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{
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startingBounds = aabb;
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this.Children.Modify(list =>
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{
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foreach (var child in list)
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@ -97,165 +85,101 @@ namespace MatterHackers.MatterControl.DesignTools.Operations
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this.Children.Modify(list =>
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{
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var firstBounds = childrenBounds[0];
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int i = 0;
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foreach (var child in list)
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{
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var originalBounds = childrenBounds[i++];
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AlignAxis(0, AlignmentX, GetCorrectAabb(AlignToX), OffsetX, child, originalBounds);
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AlignAxis(1, AlignmentY, GetCorrectAabb(AlignToY), OffsetY, child, originalBounds);
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AlignAxis(2, AlignmentZ, GetCorrectAabb(AlignToZ), OffsetZ, child, originalBounds);
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if (i > 0)
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{
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if (XAlign == Align.None)
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{
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// make sure it is where it started
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AlignAxis(0, Align.Min, childrenBounds[i].minXYZ.X, 0, child);
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}
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else
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{
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AlignAxis(0, XAlign, GetAlignToOffset(0, XAlignTo == Align.None ? XAlign : XAlignTo), OffsetX, child);
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}
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if (YAlign == Align.None)
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{
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AlignAxis(1, Align.Min, childrenBounds[i].minXYZ.Y, 0, child);
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}
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else
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{
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AlignAxis(1, YAlign, GetAlignToOffset(1, YAlignTo == Align.None ? YAlign : YAlignTo), YOffset, child);
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}
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if (ZAlign == Align.None)
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{
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AlignAxis(2, Align.Min, childrenBounds[i].minXYZ.Z, 0, child);
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}
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else
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{
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AlignAxis(2, ZAlign, GetAlignToOffset(2, ZAlignTo == Align.None ? ZAlign : ZAlignTo), ZOffset, child);
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}
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}
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i++;
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}
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});
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}
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private Aabb GetCorrectAabb(AlignTo alignTo)
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{
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switch (alignTo)
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{
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case AlignTo.First:
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return childrenBounds.First();
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case AlignTo.Last:
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return childrenBounds.Last();
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default:
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return startingBounds;
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}
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}
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private void AlignAxis(int axis, Align align, Aabb bounds, double offset,
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IObject3D item, Aabb originalBounds)
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private void AlignAxis(int axis, Align align, double alignTo, double offset,
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IObject3D item)
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{
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var aabb = item.GetAxisAlignedBoundingBox();
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var translate = Vector3.Zero;
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switch (align)
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{
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case Align.None:
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translate[axis] = originalBounds.minXYZ[axis] - aabb.minXYZ[axis];
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break;
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case Align.Min:
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translate[axis] = bounds.minXYZ[axis] - aabb.minXYZ[axis] + offset;
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translate[axis] = alignTo - aabb.minXYZ[axis] + offset;
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break;
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case Align.Center:
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translate[axis] = bounds.Center[axis] - aabb.Center[axis] + offset;
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translate[axis] = alignTo - aabb.Center[axis] + offset;
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break;
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case Align.Max:
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translate[axis] = bounds.maxXYZ[axis] - aabb.maxXYZ[axis] + offset;
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break;
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case Align.Flow:
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translate[axis] = alignTo - aabb.maxXYZ[axis] + offset;
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break;
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}
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item.Translate(translate);
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}
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}
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public class ArrayLinearObject3D : Object3D, IRebuildable
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{
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public int Count { get; set; } = 3;
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public DirectionVector Direction { get; set; } = new DirectionVector { Normal = new Vector3(1, 0, 0) };
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public double Distance { get; set; } = 30;
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public override string ActiveEditor => "PublicPropertyEditor";
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public ArrayLinearObject3D()
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private double GetAlignToOffset(int axis, Align alignTo)
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{
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}
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public void Rebuild()
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{
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this.Children.Modify(list =>
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switch (alignTo)
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{
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IObject3D lastChild = list.First();
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list.Clear();
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list.Add(lastChild);
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var offset = Vector3.Zero;
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for (int i = 1; i < Count; i++)
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{
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var next = lastChild.Clone();
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next.Matrix *= Matrix4X4.CreateTranslation(Direction.Normal.GetNormal() * Distance);
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list.Add(next);
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lastChild = next;
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}
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});
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}
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}
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case Align.Min:
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return childrenBounds[0].minXYZ[axis];
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public class ArrayRadialObject3D : Object3D, IRebuildable
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{
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public int Count { get; set; } = 3;
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case Align.Center:
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return childrenBounds[0].Center[axis];
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public DirectionAxis Axis { get; set; } = new DirectionAxis() { Origin = Vector3.NegativeInfinity, Normal = Vector3.UnitZ };
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public double Angle { get; set; } = 360;
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case Align.Max:
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return childrenBounds[0].maxXYZ[axis];
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[DisplayName("Keep Within Angle")]
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[Description("Keep the entire extents of the part within the angle described.")]
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public bool KeepInAngle { get; set; } = false;
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[DisplayName("Rotate Part")]
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[Description("Rotate the part to the same angle as the array.")]
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public bool RotatePart { get; set; } = true;
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public override string ActiveEditor => "PublicPropertyEditor";
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public ArrayRadialObject3D()
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{
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}
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public void Rebuild()
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{
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if(Axis.Origin.X == double.NegativeInfinity)
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{
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// make it something reasonable (just to the left of the aabb of the object)
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var aabb = this.GetAxisAlignedBoundingBox();
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Axis.Origin = new Vector3(aabb.minXYZ.X - aabb.XSize / 2, aabb.Center.Y, 0);
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default:
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throw new NotImplementedException();
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}
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this.Children.Modify(list =>
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{
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IObject3D first = list.First();
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list.Clear();
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list.Add(first);
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var offset = Vector3.Zero;
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for (int i = 1; i < Count; i++)
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{
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var next = first.Clone();
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var normal = Axis.Normal.GetNormal();
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var angleRadians = MathHelper.DegreesToRadians(Angle) / Count * i;
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next.Rotate(Axis.Origin, normal, angleRadians);
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if (!RotatePart)
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{
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next.Rotate(next.GetAxisAlignedBoundingBox().Center, normal, -angleRadians);
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}
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list.Add(next);
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}
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});
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this.Invalidate();
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}
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}
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public class ArrayAdvancedObject3D : Object3D, IRebuildable
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{
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public int Count { get; set; } = 3;
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public double XOffset { get; set; } = 30;
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public double YOffset { get; set; } = 0;
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public double Rotate { get; set; } = 0;
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public double Scale { get; set; } = 1;
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public bool RotatePart { get; set; } = false;
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public bool ScaleOffset { get; set; } = false;
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public override string ActiveEditor => "PublicPropertyEditor";
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public ArrayAdvancedObject3D()
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{
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}
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public override string ActiveEditor => "PublicPropertyEditor";
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public int Count { get; set; } = 3;
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public double Rotate { get; set; } = 0;
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public bool RotatePart { get; set; } = false;
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public double Scale { get; set; } = 1;
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public bool ScaleOffset { get; set; } = false;
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public double XOffset { get; set; } = 30;
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public double YOffset { get; set; } = 0;
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public void Rebuild()
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{
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this.Children.Modify(list =>
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@ -292,4 +216,99 @@ namespace MatterHackers.MatterControl.DesignTools.Operations
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});
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}
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}
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public class ArrayLinearObject3D : Object3D, IRebuildable
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{
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public ArrayLinearObject3D()
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{
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}
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public override string ActiveEditor => "PublicPropertyEditor";
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public int Count { get; set; } = 3;
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public DirectionVector Direction { get; set; } = new DirectionVector { Normal = new Vector3(1, 0, 0) };
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public double Distance { get; set; } = 30;
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public void Rebuild()
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{
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this.Children.Modify(list =>
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{
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IObject3D lastChild = list.First();
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list.Clear();
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list.Add(lastChild);
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var offset = Vector3.Zero;
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for (int i = 1; i < Count; i++)
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{
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var next = lastChild.Clone();
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next.Matrix *= Matrix4X4.CreateTranslation(Direction.Normal.GetNormal() * Distance);
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list.Add(next);
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lastChild = next;
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}
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});
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}
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}
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public class ArrayRadialObject3D : Object3D, IRebuildable
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{
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public ArrayRadialObject3D()
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{
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}
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public override string ActiveEditor => "PublicPropertyEditor";
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public double Angle { get; set; } = 360;
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public DirectionAxis Axis { get; set; } = new DirectionAxis() { Origin = Vector3.NegativeInfinity, Normal = Vector3.UnitZ };
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public int Count { get; set; } = 3;
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[DisplayName("Keep Within Angle")]
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[Description("Keep the entire extents of the part within the angle described.")]
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public bool KeepInAngle { get; set; } = false;
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[DisplayName("Rotate Part")]
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[Description("Rotate the part to the same angle as the array.")]
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public bool RotatePart { get; set; } = true;
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public void Rebuild()
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{
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if (Axis.Origin.X == double.NegativeInfinity)
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{
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// make it something reasonable (just to the left of the aabb of the object)
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var aabb = this.GetAxisAlignedBoundingBox();
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Axis.Origin = new Vector3(aabb.minXYZ.X - aabb.XSize / 2, aabb.Center.Y, 0);
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}
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this.Children.Modify(list =>
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{
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IObject3D first = list.First();
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list.Clear();
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list.Add(first);
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var offset = Vector3.Zero;
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for (int i = 1; i < Count; i++)
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{
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var next = first.Clone();
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var normal = Axis.Normal.GetNormal();
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var angleRadians = MathHelper.DegreesToRadians(Angle) / Count * i;
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next.Rotate(Axis.Origin, normal, angleRadians);
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if (!RotatePart)
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{
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next.Rotate(next.GetAxisAlignedBoundingBox().Center, normal, -angleRadians);
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}
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list.Add(next);
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}
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});
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this.Invalidate();
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}
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}
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public class DirectionAxis
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{
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public Vector3 Normal { get; set; }
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public Vector3 Origin { get; set; }
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}
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public class DirectionVector
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{
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public Vector3 Normal { get; set; }
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}
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}
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