Adding reduce and hollow to a new
This commit is contained in:
parent
1520c913ad
commit
dffe0b33d8
11 changed files with 41 additions and 27 deletions
273
MatterControl.MeshOperations/OperationSourceContainerObject3D.cs
Normal file
273
MatterControl.MeshOperations/OperationSourceContainerObject3D.cs
Normal file
|
|
@ -0,0 +1,273 @@
|
|||
/*
|
||||
Copyright (c) 2018, Lars Brubaker, John Lewin
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this
|
||||
list of conditions and the following disclaimer.
|
||||
2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
||||
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
The views and conclusions contained in the software and documentation are those
|
||||
of the authors and should not be interpreted as representing official policies,
|
||||
either expressed or implied, of the FreeBSD Project.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using MatterHackers.Agg;
|
||||
using MatterHackers.Agg.UI;
|
||||
using MatterHackers.DataConverters3D;
|
||||
using MatterHackers.DataConverters3D.UndoCommands;
|
||||
using MatterHackers.Localizations;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace MatterHackers.MatterControl.DesignTools.Operations
|
||||
{
|
||||
public class OperationSourceContainerObject3D : Object3D
|
||||
{
|
||||
public static Func<string, Func<IProgress<ProgressStatus>, CancellationToken, Task>, Task> TaskBuilder { get; set; } =
|
||||
(name, func) => Task.Run(() => func(null, CancellationToken.None));
|
||||
|
||||
public override bool CanFlatten => true;
|
||||
|
||||
[JsonIgnore]
|
||||
public IObject3D SourceContainer
|
||||
{
|
||||
get
|
||||
{
|
||||
IObject3D sourceContainer = this.Children.FirstOrDefault(c => c is OperationSourceObject3D);
|
||||
if (sourceContainer == null)
|
||||
{
|
||||
using (this.RebuildLock())
|
||||
{
|
||||
sourceContainer = new OperationSourceObject3D();
|
||||
|
||||
// Move all the children to sourceContainer
|
||||
this.Children.Modify(thisChildren =>
|
||||
{
|
||||
sourceContainer.Children.Modify(sourceChildren =>
|
||||
{
|
||||
foreach (var child in thisChildren)
|
||||
{
|
||||
sourceChildren.Add(child);
|
||||
}
|
||||
});
|
||||
|
||||
// and then add the source container to this
|
||||
thisChildren.Clear();
|
||||
thisChildren.Add(sourceContainer);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return sourceContainer;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Flatten(UndoBuffer undoBuffer)
|
||||
{
|
||||
using (RebuildLock())
|
||||
{
|
||||
List<IObject3D> newChildren = new List<IObject3D>();
|
||||
// push our matrix into a copy of our children
|
||||
foreach (var child in this.Children)
|
||||
{
|
||||
if (!(child is OperationSourceObject3D))
|
||||
{
|
||||
var newChild = child.Clone();
|
||||
newChildren.Add(newChild);
|
||||
newChild.Matrix *= this.Matrix;
|
||||
var flags = Object3DPropertyFlags.Visible;
|
||||
if (this.Color.alpha != 0) flags |= Object3DPropertyFlags.Color;
|
||||
if (this.OutputType != PrintOutputTypes.Default) flags |= Object3DPropertyFlags.OutputType;
|
||||
if (this.MaterialIndex != -1) flags |= Object3DPropertyFlags.MaterialIndex;
|
||||
newChild.CopyProperties(this, flags);
|
||||
}
|
||||
}
|
||||
|
||||
if (newChildren.Count > 1)
|
||||
{
|
||||
// wrap the children in an object so they remain a group
|
||||
var group = new Object3D();
|
||||
group.Children.Modify((groupList) =>
|
||||
{
|
||||
groupList.AddRange(newChildren);
|
||||
});
|
||||
|
||||
newChildren.Clear();
|
||||
newChildren.Add(group);
|
||||
}
|
||||
|
||||
if (newChildren.Count == 0)
|
||||
{
|
||||
newChildren = this.Children.Select(i => i.Clone()).ToList();
|
||||
}
|
||||
|
||||
// add flatten to the name to show what happened
|
||||
newChildren[0].Name = this.Name + " - " + "Flattened".Localize();
|
||||
|
||||
// and replace us with the children
|
||||
var replaceCommand = new ReplaceCommand(new[] { this }, newChildren);
|
||||
|
||||
if (undoBuffer != null)
|
||||
{
|
||||
undoBuffer.AddAndDo(replaceCommand);
|
||||
}
|
||||
else
|
||||
{
|
||||
replaceCommand.Do();
|
||||
}
|
||||
|
||||
foreach (var child in newChildren[0].DescendantsAndSelf())
|
||||
{
|
||||
child.MakeNameNonColliding();
|
||||
}
|
||||
}
|
||||
|
||||
Invalidate(InvalidateType.Children);
|
||||
}
|
||||
|
||||
public override async void OnInvalidate(InvalidateArgs invalidateType)
|
||||
{
|
||||
// TODO: color and output type could have special consideration that would not require a rebuild
|
||||
// They could just propagate the color and output type to the correctly child and everything would be good
|
||||
if ((invalidateType.InvalidateType.HasFlag(InvalidateType.Children)
|
||||
|| invalidateType.InvalidateType.HasFlag(InvalidateType.Matrix)
|
||||
|| invalidateType.InvalidateType.HasFlag(InvalidateType.Mesh)
|
||||
|| invalidateType.InvalidateType.HasFlag(InvalidateType.Color)
|
||||
|| invalidateType.InvalidateType.HasFlag(InvalidateType.OutputType))
|
||||
&& invalidateType.Source != this
|
||||
&& !RebuildLocked)
|
||||
{
|
||||
await Rebuild();
|
||||
}
|
||||
else if (invalidateType.InvalidateType.HasFlag(InvalidateType.Properties)
|
||||
&& invalidateType.Source == this)
|
||||
{
|
||||
await Rebuild();
|
||||
}
|
||||
else
|
||||
{
|
||||
base.OnInvalidate(invalidateType);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Remove(UndoBuffer undoBuffer)
|
||||
{
|
||||
using (RebuildLock())
|
||||
{
|
||||
List<IObject3D> newChildren = new List<IObject3D>();
|
||||
// push our matrix into a copy of our children
|
||||
foreach (var child in this.SourceContainer.Children)
|
||||
{
|
||||
var newChild = child.Clone();
|
||||
newChildren.Add(newChild);
|
||||
newChild.Matrix *= this.Matrix;
|
||||
var flags = Object3DPropertyFlags.Visible;
|
||||
if (this.Color.alpha != 0) flags |= Object3DPropertyFlags.Color;
|
||||
if (this.OutputType != PrintOutputTypes.Default) flags |= Object3DPropertyFlags.OutputType;
|
||||
if (this.MaterialIndex != -1) flags |= Object3DPropertyFlags.MaterialIndex;
|
||||
newChild.CopyProperties(this, flags);
|
||||
}
|
||||
|
||||
// and replace us with the children
|
||||
var replaceCommand = new ReplaceCommand(new[] { this }, newChildren, false);
|
||||
if (undoBuffer != null)
|
||||
{
|
||||
undoBuffer.AddAndDo(replaceCommand);
|
||||
}
|
||||
else
|
||||
{
|
||||
replaceCommand.Do();
|
||||
}
|
||||
}
|
||||
|
||||
Invalidate(InvalidateType.Children);
|
||||
}
|
||||
|
||||
public void RemoveAllButSource()
|
||||
{
|
||||
var sourceContainer = SourceContainer;
|
||||
this.Children.Modify(list =>
|
||||
{
|
||||
list.Clear();
|
||||
list.Add(sourceContainer);
|
||||
});
|
||||
}
|
||||
|
||||
public async void WrapSelectedItemAndSelect(InteractiveScene scene)
|
||||
{
|
||||
using (RebuildLock())
|
||||
{
|
||||
var selectedItems = scene.GetSelectedItems();
|
||||
|
||||
if (selectedItems.Count > 0)
|
||||
{
|
||||
// clear the selected item
|
||||
scene.SelectedItem = null;
|
||||
|
||||
using (RebuildLock())
|
||||
{
|
||||
var clonedItemsToAdd = new List<IObject3D>(selectedItems.Select((i) => i.Clone()));
|
||||
|
||||
Children.Modify((list) =>
|
||||
{
|
||||
list.Clear();
|
||||
|
||||
foreach (var child in clonedItemsToAdd)
|
||||
{
|
||||
list.Add(child);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
scene.UndoBuffer.AddAndDo(
|
||||
new ReplaceCommand(
|
||||
new List<IObject3D>(selectedItems),
|
||||
new List<IObject3D> { this }));
|
||||
|
||||
await this.Rebuild();
|
||||
}
|
||||
}
|
||||
|
||||
// and select this
|
||||
var rootItem = this.Ancestors().Where(i => scene.Children.Contains(i)).FirstOrDefault();
|
||||
if (rootItem != null)
|
||||
{
|
||||
scene.SelectedItem = rootItem;
|
||||
}
|
||||
|
||||
scene.SelectedItem = this;
|
||||
|
||||
this.Invalidate(InvalidateType.Children);
|
||||
}
|
||||
}
|
||||
|
||||
public class OperationSourceObject3D : Object3D
|
||||
{
|
||||
public override bool CanFlatten => true;
|
||||
|
||||
public OperationSourceObject3D()
|
||||
{
|
||||
Name = "Source".Localize();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue