/* 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 MatterHackers.Agg.UI; using MatterHackers.DataConverters3D; using MatterHackers.MatterControl.DesignTools; using MatterHackers.MeshVisualizer; using MatterHackers.VectorMath; using System; namespace MatterHackers.Plugins.EditorTools { public class ScaleController { public ScaleStates FinalState; public ScaleStates InitialState; private IObject3DControlContext context; public bool HasChange { get { if (selectedItem is IObjectWithWidthAndDepth widthDepthItem && (widthDepthItem.Width != InitialState.Width || widthDepthItem.Depth != InitialState.Depth)) { return true; } return false; } } private IObject3D selectedItem { get { var selectedItemRoot = context.Scene.SelectedItemRoot; var selectedItem = context.Scene.SelectedItem; return (selectedItemRoot == selectedItem) ? selectedItem : null; } } public void Cancel() { if (selectedItem is IObjectWithWidthAndDepth widthDepthItem) { widthDepthItem.Width = InitialState.Width; widthDepthItem.Depth = InitialState.Depth; } selectedItem.Matrix = InitialState.Matrix; } public void EditComplete() { var doState = FinalState; doState.Matrix = selectedItem.Matrix; var undoState = InitialState; EditComplete(undoState, doState); } public void ScaleDepth(double newDepth) { FinalState = InitialState; FinalState.Depth = newDepth; if (context.GuiSurface.ModifierKeys == Keys.Shift) { ScaleProportional(newDepth / InitialState.Depth); } SetItem(selectedItem, FinalState); } public void ScaleHeight(double newHeight) { FinalState = InitialState; FinalState.Height = newHeight; if (context.GuiSurface.ModifierKeys == Keys.Shift) { ScaleProportional(newHeight / InitialState.Height); } SetItem(selectedItem, FinalState); } public void ScaleWidth(double newWidth) { FinalState = InitialState; FinalState.Width = newWidth; if (context.GuiSurface.ModifierKeys == Keys.Shift) { ScaleProportional(newWidth / InitialState.Width); } SetItem(selectedItem, FinalState); } public void SetInitialState(IObject3DControlContext context) { this.context = context; if (selectedItem is IObjectWithWidthAndDepth widthDepthItem) { InitialState.Width = widthDepthItem.Width; InitialState.Depth = widthDepthItem.Depth; } if (selectedItem is IObjectWithHeight heightItem) { InitialState.Height = heightItem.Height; } InitialState.Matrix = selectedItem.Matrix; } private void EditComplete(ScaleStates undoState, ScaleStates doState) { var undoBuffer = context.Scene.UndoBuffer; var selectedItem = this.selectedItem; undoBuffer.AddAndDo(new UndoRedoActions(async () => { SetItem(selectedItem, undoState); await selectedItem.Rebuild(); // we set the matrix again after as the rebuild might move the object selectedItem.Matrix = undoState.Matrix; selectedItem?.Invalidate(new InvalidateArgs(selectedItem, InvalidateType.DisplayValues)); }, async () => { SetItem(selectedItem, doState); await selectedItem.Rebuild(); // we set the matrix again after as the rebuild might move the object selectedItem.Matrix = doState.Matrix; selectedItem?.Invalidate(new InvalidateArgs(selectedItem, InvalidateType.DisplayValues)); })); } private void ScaleProportional(double scale) { FinalState.Width = InitialState.Width * scale; FinalState.Depth = InitialState.Depth * scale; FinalState.Height = InitialState.Height * scale; } private void SetItem(IObject3D item, ScaleStates states) { if (item is IObjectWithWidthAndDepth widthDepthItem) { widthDepthItem.Width = states.Width; widthDepthItem.Depth = states.Depth; } if (item is IObjectWithHeight heightItem) { heightItem.Height = states.Height; } item.Matrix = states.Matrix; } public struct ScaleStates { public double Depth; public double Height; public double Width; public Matrix4X4 Matrix { get; set; } } } }