/* Copyright (c) 2017, 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 MatterHackers.Agg.UI; using MatterHackers.DataConverters3D; using MatterHackers.DataConverters3D.UndoCommands; using MatterHackers.MatterControl.DesignTools.Operations; using MatterHackers.PolygonMesh; using MatterHackers.VectorMath; using System.Collections.Generic; using System.Linq; using System.Threading; namespace MatterHackers.MatterControl.PartPreviewWindow.View3D { public abstract class MeshWrapperObject3D : Object3D { public MeshWrapperObject3D() { } public override bool CanApply => true; public override void Apply(UndoBuffer undoBuffer) { using (RebuildLock()) { var thisCopy = this.Clone(); using (thisCopy.RebuilLockAll()) { var ownedMeshWrappers = thisCopy.Descendants().Where(o => o.OwnerID == thisCopy.ID).ToList(); var newMeshObjects = new List(); // remove all the meshWrappers (collapse the children) foreach (var ownedMeshWrapper in ownedMeshWrappers) { var wrapperParent = ownedMeshWrapper.Parent; if (ownedMeshWrapper.Visible) { var newMesh = new Object3D() { Mesh = ownedMeshWrapper.Mesh.Copy(CancellationToken.None) }; newMesh.CopyProperties(ownedMeshWrapper, Object3DPropertyFlags.All); // move the mesh to the actual new position var matrix = ownedMeshWrapper.WorldMatrix(thisCopy); newMesh.Mesh.Transform(matrix); // then set the matrix to identity newMesh.Matrix = Matrix4X4.Identity; newMesh.Name = thisCopy.Name; newMeshObjects.Add(newMesh); } // remove it wrapperParent.Children.Remove(ownedMeshWrapper); } thisCopy.Matrix = Matrix4X4.Identity; thisCopy.Children.Modify(children => { children.Clear(); children.AddRange(newMeshObjects); foreach (var child in children) { child.MakeNameNonColliding(); } }); List newChildren = new List(); // push our matrix into a copy of our children foreach (var child in thisCopy.Children) { var newChild = child.Clone(); newChildren.Add(newChild); newChild.Matrix *= thisCopy.Matrix; var flags = Object3DPropertyFlags.Visible; if (thisCopy.Color.alpha != 0) flags |= Object3DPropertyFlags.Color; if (thisCopy.OutputType != PrintOutputTypes.Default) flags |= Object3DPropertyFlags.OutputType; if (thisCopy.MaterialIndex != -1) flags |= Object3DPropertyFlags.MaterialIndex; newChild.CopyProperties(thisCopy, flags); } // and replace us with the children var replaceCommand = new ReplaceCommand(new List { this }, newChildren, false); if (undoBuffer != null) { undoBuffer.AddAndDo(replaceCommand); } else { replaceCommand.Do(); } } } Invalidate(InvalidateType.Children); } /// /// MeshWrapperObject3D overrides GetAabb so that it can only check the geometry that it has created /// /// /// public override AxisAlignedBoundingBox GetAxisAlignedBoundingBox(Matrix4X4 matrix) { AxisAlignedBoundingBox totalBounds = AxisAlignedBoundingBox.Empty(); // This needs to be Descendants because we need to move past the first visible mesh to our owned objects foreach (var child in this.Descendants().Where(i => i.OwnerID == this.ID && i.Visible)) { var childMesh = child.Mesh; if (childMesh != null) { // Add the bounds of each child object var childBounds = childMesh.GetAxisAlignedBoundingBox(child.WorldMatrix(this) * matrix); // Check if the child actually has any bounds if (childBounds.XSize > 0) { totalBounds += childBounds; } } } return totalBounds; } public IEnumerable<(IObject3D original, IObject3D meshCopy)> WrappedObjects() { return this.Descendants() .Where((obj) => obj.OwnerID == this.ID) .Select((mw) => (mw.Children.First(), mw)); } public override void Cancel(UndoBuffer undoBuffer) { using (RebuildLock()) { var thisClone = this.Clone(); using (thisClone.RebuildLock()) { // remove all the mesh wrappers that we own var meshWrappers = thisClone.Descendants().Where(o => o.OwnerID == thisClone.ID).ToArray(); foreach (var meshWrapper in meshWrappers) { meshWrapper.Cancel(null); } foreach (var child in thisClone.Children) { child.OutputType = PrintOutputTypes.Default; // push our matrix into a copy of our children (so they don't jump away) using (child.RebuildLock()) { child.Matrix *= thisClone.Matrix; } } // collapse our children into our parent // and replace us with the children var replaceCommand = new ReplaceCommand(new[] { this }, thisClone.Children.ToList(), false); if (undoBuffer != null) { undoBuffer.AddAndDo(replaceCommand); } else { replaceCommand.Do(); } } } Invalidate(InvalidateType.Children); } public void ResetMeshWrapperMeshes(Object3DPropertyFlags flags, CancellationToken cancellationToken) { using (RebuildLock()) { this.DebugDepth("Reset MWM"); // Remove everything above the objects that have the meshes we are wrapping that are mesh wrappers var wrappers = this.Descendants().Where(o => o.OwnerID == this.ID).ToList(); foreach (var wrapper in wrappers) { using (wrapper.RebuildLock()) { var remove = wrapper.Parent; while (remove is ModifiedMeshObject3D) { var hold = remove; remove.Cancel(null); remove = hold.Parent; } } } // if there are not already, wrap all meshes with our id (some inner object may have changed it's meshes) AddMeshWrapperToAllChildren(); this.Mesh = null; var participants = this.Descendants().Where(o => o.OwnerID == this.ID).ToList(); foreach (var item in participants) { var firstChild = item.Children.First(); using (item.RebuildLock()) { // set the mesh back to a copy of the child mesh item.Mesh = firstChild.Mesh.Copy(cancellationToken); // and reset the properties item.CopyProperties(firstChild, flags & (~Object3DPropertyFlags.Matrix)); } } } } public void WrapSelectedItemAndSelect(InteractiveScene scene) { using (RebuildLock()) { var selectedItems = scene.GetSelectedItems(); if (selectedItems.Count > 0) { // clear the selected item scene.SelectedItem = null; WrapItems(selectedItems); scene.UndoBuffer.AddAndDo( new ReplaceCommand( new List(selectedItems), new List { this })); // and select this scene.SelectedItem = this; } } Invalidate(InvalidateType.Properties); } public void WrapItems(List items) { using (RebuildLock()) { var clonedItemsToAdd = new List(items.Select((i) => i.Clone())); Children.Modify((list) => { list.Clear(); foreach (var child in clonedItemsToAdd) { list.Add(child); } }); AddMeshWrapperToAllChildren(); this.MakeNameNonColliding(); } Invalidate(InvalidateType.Properties); } private void AddMeshWrapperToAllChildren() { // Wrap every first descendant that has a mesh foreach (var child in this.VisibleMeshes().ToList()) { // have to check that NO child of the visible mesh has us as the parent id if (!child.DescendantsAndSelf().Where((c) => c.OwnerID == this.ID).Any()) { // wrap the child child.Parent.Children.Modify((System.Action>)((List list) => { list.Remove(child); list.Add((IObject3D)new ModifiedMeshObject3D(child, this.ID)); })); } } } } }