Improving the interface to Align

This commit is contained in:
LarsBrubaker 2018-02-12 08:35:36 -08:00
parent 8dc06f0430
commit d870a0222f

View file

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