/* 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.Tasks; using ClipperLib; using MatterHackers.Agg.UI; using MatterHackers.Agg.VertexSource; using MatterHackers.DataConverters2D; using MatterHackers.DataConverters3D; using MatterHackers.Localizations; using MatterHackers.MatterControl.PartPreviewWindow; using Polygon = System.Collections.Generic.List; using Polygons = System.Collections.Generic.List>; namespace MatterHackers.MatterControl.DesignTools.Operations { public class SmoothPathObject3D : Object3D, IPathObject, IEditorDraw { public IVertexSource VertexSource { get; set; } = new VertexStorage(); public SmoothPathObject3D() { Name = "Smooth Path".Localize(); } public double SmoothDistance { get; set; } = .3; public int Iterations { get; set; } = 3; public override async void OnInvalidate(InvalidateArgs invalidateType) { if ((invalidateType.InvalidateType.HasFlag(InvalidateType.Children) || invalidateType.InvalidateType.HasFlag(InvalidateType.Matrix) || invalidateType.InvalidateType.HasFlag(InvalidateType.Path)) && invalidateType.Source != this && !RebuildLocked) { await Rebuild(); } else if (invalidateType.InvalidateType.HasFlag(InvalidateType.Properties) && invalidateType.Source == this) { await Rebuild(); } else { base.OnInvalidate(invalidateType); } } public override Task Rebuild() { this.DebugDepth("Rebuild"); var rebuildLock = RebuildLock(); return ApplicationController.Instance.Tasks.Execute( "Smooth Path".Localize(), null, (reporter, cancellationToken) => { DoSmoothing((long)(SmoothDistance * 1000), Iterations); rebuildLock.Dispose(); Parent?.Invalidate(new InvalidateArgs(this, InvalidateType.Path)); return Task.CompletedTask; }); } private void DoSmoothing(long maxDist, int interations) { bool closedPath = true; var path = this.Children.OfType().FirstOrDefault(); if (path == null) { // clear our existing data VertexSource = new VertexStorage(); return; } var sourceVertices = path.VertexSource; var inputPolygons = sourceVertices.CreatePolygons(); Polygons outputPolygons = new Polygons(); foreach (Polygon inputPolygon in inputPolygons) { int numVerts = inputPolygon.Count; long maxDistSquared = maxDist * maxDist; var smoothedPositions = new Polygon(numVerts); foreach (IntPoint inputPosition in inputPolygon) { smoothedPositions.Add(inputPosition); } for (int iteration = 0; iteration < interations; iteration++) { var positionsThisPass = new Polygon(numVerts); foreach (IntPoint inputPosition in smoothedPositions) { positionsThisPass.Add(inputPosition); } int startIndex = closedPath ? 0 : 1; int endIndex = closedPath ? numVerts : numVerts - 1; for (int i = startIndex; i < endIndex; i++) { // wrap back to the previous index IntPoint prev = positionsThisPass[(i + numVerts - 1) % numVerts]; IntPoint cur = positionsThisPass[i]; IntPoint next = positionsThisPass[(i + 1) % numVerts]; IntPoint newPos = (prev + cur + next) / 3; IntPoint delta = newPos - inputPolygon[i]; if (delta.LengthSquared() > maxDistSquared) { delta = delta.GetLength(maxDist); newPos = inputPolygon[i] + delta; } smoothedPositions[i] = newPos; } } outputPolygons.Add(smoothedPositions); outputPolygons = ClipperLib.Clipper.CleanPolygons(outputPolygons, Math.Max(maxDist / 10, 1.415)); } VertexSource = outputPolygons.CreateVertexStorage(); } public void DrawEditor(Object3DControlsLayer layer, List transparentMeshes, DrawEventArgs e) { ImageToPathObject3D.DrawPath(this); } } }