/* Copyright (c) 2014, Lars Brubaker 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.ComponentModel; using System.Globalization; using System.Threading; using MatterHackers.Localizations; using MatterHackers.MeshVisualizer; using MatterHackers.PolygonMesh; using MatterHackers.VectorMath; namespace MatterHackers.MatterControl.PartPreviewWindow { public partial class View3DWidget { private void AutoArangePartsInBackground() { if (MeshGroups.Count > 0) { string progressArrangeParts = LocalizedString.Get("Arranging Parts"); string progressArrangePartsFull = string.Format("{0}:", progressArrangeParts); processingProgressControl.textWidget.Text = progressArrangePartsFull; processingProgressControl.Visible = true; processingProgressControl.PercentComplete = 0; LockEditControls(); BackgroundWorker arrangeMeshGroupsBackgroundWorker = new BackgroundWorker(); arrangeMeshGroupsBackgroundWorker.WorkerReportsProgress = true; arrangeMeshGroupsBackgroundWorker.DoWork += new DoWorkEventHandler(arrangeMeshGroupsBackgroundWorker_DoWork); arrangeMeshGroupsBackgroundWorker.ProgressChanged += new ProgressChangedEventHandler(BackgroundWorker_ProgressChanged); arrangeMeshGroupsBackgroundWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(arrangeMeshGroupsBackgroundWorker_RunWorkerCompleted); arrangeMeshGroupsBackgroundWorker.RunWorkerAsync(); } } void arrangeMeshGroupsBackgroundWorker_DoWork(object sender, DoWorkEventArgs e) { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; PushMeshGroupDataToAsynchLists(TraceInfoOpperation.DONT_COPY); BackgroundWorker backgroundWorker = (BackgroundWorker)sender; // move them all out of the way for (int i = 0; i < asynchMeshGroups.Count; i++) { ScaleRotateTranslate translate = asynchMeshGroupTransforms[i]; translate.translation *= Matrix4X4.CreateTranslation(1000, 1000, 0); asynchMeshGroupTransforms[i] = translate; } // sort them by size for (int i = 0; i < asynchMeshGroups.Count; i++) { AxisAlignedBoundingBox iAABB = asynchMeshGroups[i].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[i].TotalTransform); for (int j = i + 1; j < asynchMeshGroups.Count; j++) { AxisAlignedBoundingBox jAABB = asynchMeshGroups[j].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[j].TotalTransform); if (Math.Max(iAABB.XSize, iAABB.YSize) < Math.Max(jAABB.XSize, jAABB.YSize)) { PlatingMeshGroupData tempData = asynchPlatingDatas[i]; asynchPlatingDatas[i] = asynchPlatingDatas[j]; asynchPlatingDatas[j] = tempData; MeshGroup tempMeshGroup = asynchMeshGroups[i]; asynchMeshGroups[i] = asynchMeshGroups[j]; asynchMeshGroups[j] = tempMeshGroup; ScaleRotateTranslate iTransform = asynchMeshGroupTransforms[i]; ScaleRotateTranslate jTransform = asynchMeshGroupTransforms[j]; Matrix4X4 tempTransform = iTransform.translation; iTransform.translation = jTransform.translation; jTransform.translation = tempTransform; asynchMeshGroupTransforms[i] = jTransform; asynchMeshGroupTransforms[j] = iTransform; iAABB = jAABB; } } } double ratioPerMeshGroup = 1.0 / asynchMeshGroups.Count; double currentRatioDone = 0; // put them onto the plate (try the center) starting with the biggest and moving down for (int meshGroupIndex = 0; meshGroupIndex < asynchMeshGroups.Count; meshGroupIndex++) { MeshGroup meshGroup = asynchMeshGroups[meshGroupIndex]; Vector3 meshCenter = meshGroup.GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[meshGroupIndex].translation).Center; ScaleRotateTranslate atZero = asynchMeshGroupTransforms[meshGroupIndex]; atZero.translation = Matrix4X4.Identity; asynchMeshGroupTransforms[meshGroupIndex] = atZero; PlatingHelper.MoveMeshGroupToOpenPosition(meshGroupIndex, asynchPlatingDatas, asynchMeshGroups, asynchMeshGroupTransforms); // and create the trace info so we can select it PlatingHelper.CreateITraceableForMeshGroup(asynchPlatingDatas, asynchMeshGroups, meshGroupIndex, (double progress0To1, string processingState) => { int nextPercent = (int)((currentRatioDone + ratioPerMeshGroup * progress0To1) * 100); backgroundWorker.ReportProgress(nextPercent); return true; }); currentRatioDone += ratioPerMeshGroup; // and put it on the bed PlatingHelper.PlaceMeshGroupOnBed(asynchMeshGroups, asynchMeshGroupTransforms, meshGroupIndex, false); } // and finally center whatever we have as a group { AxisAlignedBoundingBox bounds = asynchMeshGroups[0].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[0].TotalTransform); for (int i = 1; i < asynchMeshGroups.Count; i++) { bounds = AxisAlignedBoundingBox.Union(bounds, asynchMeshGroups[i].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[i].TotalTransform)); } Vector3 boundsCenter = (bounds.maxXYZ + bounds.minXYZ) / 2; for (int i = 0; i < asynchMeshGroups.Count; i++) { ScaleRotateTranslate translate = asynchMeshGroupTransforms[i]; translate.translation *= Matrix4X4.CreateTranslation(-boundsCenter + new Vector3(0, 0, bounds.ZSize / 2)); asynchMeshGroupTransforms[i] = translate; } } } void arrangeMeshGroupsBackgroundWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { if (WidgetHasBeenClosed) { return; } UnlockEditControls(); saveButtons.Visible = true; PullMeshGroupDataFromAsynchLists(); } } }