/* Copyright (c) 2019, 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 MatterHackers.Agg; using MatterHackers.Agg.VertexSource; using MatterHackers.RenderOpenGl; using MatterHackers.VectorMath; namespace MatterHackers.GCodeVisualizer { public class RenderFeatureRetract : RenderFeatureBase { public static double RetractionDrawRadius = 1; private float extrusionAmount; private float mmPerSecond; private Vector3Float position; public RenderFeatureRetract(int instructionIndex, Vector3 position, double extrusionAmount, int extruderIndex, double mmPerSecond) : base(instructionIndex, extruderIndex) { this.extrusionAmount = (float)extrusionAmount; this.mmPerSecond = (float)mmPerSecond; this.position = new Vector3Float(position); } private double Radius(double layerScale) { double radius = RetractionDrawRadius * layerScale; double area = Math.PI * radius * radius; area *= Math.Abs(extrusionAmount); radius = Math.Sqrt(area / Math.PI); return radius; } public override void CreateRender3DData(VectorPOD colorVertexData, VectorPOD indexData, GCodeRenderInfo renderInfo) { if ((renderInfo.CurrentRenderType & RenderType.Retractions) == RenderType.Retractions) { var position = new Vector3(this.position); // retract and unretract are the extruder color Color color = renderInfo.GetMaterialColor(toolIndex); // except for extruder 0 where they are the red and blue we are familiar with if (toolIndex == 0) { if (extrusionAmount > 0) { color = Color.Blue; } else { color = Color.Red; } } if (extrusionAmount > 0) { // unretraction CreatePointer(colorVertexData, indexData, position + new Vector3(0, 0, 1.3), position + new Vector3(0, 0, .3), Radius(1), 5, color); } else { // retraction CreatePointer(colorVertexData, indexData, position + new Vector3(0, 0, .3), position + new Vector3(0, 0, 1.3), Radius(1), 5, color); } } } public override void Render(Graphics2D graphics2D, GCodeRenderInfo renderInfo, bool highlightFeature = false) { if ((renderInfo.CurrentRenderType & RenderType.Retractions) == RenderType.Retractions) { double radius = Radius(renderInfo.LayerScale); var position = new Vector2(this.position.X, this.position.Y); renderInfo.Transform.transform(ref position); var retractionColor = new Color(Color.Red, 200); if (highlightFeature) { retractionColor = RenderFeatureBase.HighlightColor; } else if (extrusionAmount > 0) { // unretraction retractionColor = new Color(Color.Blue, 200); } if (graphics2D is Graphics2DOpenGL graphics2DGl) { // render using opengl graphics2DGl.DrawAACircle(position, radius, retractionColor); } else { // render using agg graphics2D.Render( new Ellipse(position, radius), retractionColor); } } } } }