/* Copyright (c) 2017, Kevin Pope, 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 MatterHackers.DataConverters3D; using MatterHackers.MatterControl.Library; using MatterHackers.MatterControl.PartPreviewWindow; using MatterHackers.MeshVisualizer; using MatterHackers.PolygonMesh; using MatterHackers.VectorMath; namespace MatterHackers.MatterControl.PrintLibrary { public class InsertionGroup : Object3D { public event EventHandler ContentLoaded; internal static Mesh placeHolderMesh; private InteractiveScene scene; private View3DWidget view3DWidget; static InsertionGroup() { // Create the placeholder mesh and position it at z0 placeHolderMesh = PlatonicSolids.CreateCube(20, 20, 20); placeHolderMesh.Translate(new Vector3(0, 0, 10)); } // TODO: Figure out how best to collapse the InsertionGroup after the load task completes public InsertionGroup(IEnumerable items, View3DWidget view3DWidget, InteractiveScene scene, Vector2 bedCenter, Func dragOperationActive) { // Add a temporary placeholder to give us some bounds this.Mesh = InsertionGroup.placeHolderMesh; this.scene = scene; this.view3DWidget = view3DWidget; Task.Run(async () => { var newItemOffset = Vector2.Zero; if (!dragOperationActive()) { newItemOffset = bedCenter; } var offset = Matrix4X4.Identity; // Add the placeholder 'Loading...' object var placeholderItem = new Object3D() { Mesh = placeHolderMesh, Matrix = Matrix4X4.Identity, Parent = this }; this.Children.Add(placeholderItem); // Filter to content file types only foreach (var item in items.Where(item => item.IsContentFileType()).ToList()) { this.Mesh = null; // Acquire var progressControl = new DragDropLoadProgress(view3DWidget, null); // Position at accumulating offset placeholderItem.Matrix *= Matrix4X4.CreateTranslation(newItemOffset.x, newItemOffset.y, 0); placeholderItem.Visible = true; progressControl.TrackingObject = placeholderItem; var loadedItem = await item.CreateContent(progressControl.ProgressReporter); if (loadedItem != null) { var aabb = loadedItem.GetAxisAlignedBoundingBox(Matrix4X4.Identity); // lets move the cube to the center of the loaded thing placeholderItem.Matrix *= Matrix4X4.CreateTranslation(-10 + aabb.XSize/2, 0, 0); // HACK: set Parent ourselves so it can be used in the progress control loadedItem.Parent = this; placeholderItem.Visible = false; // Copy scale/rotation/translation from the source and Center loadedItem.Matrix = loadedItem.Matrix * Matrix4X4.CreateTranslation((double)-aabb.Center.x, (double)-aabb.Center.y, (double)-aabb.minXYZ.z) * placeholderItem.Matrix; loadedItem.Color = loadedItem.Color; // Notification should force invalidate and redraw //progressReporter?.Invoke(1, ""); this.Children.Add(loadedItem); // Wait for content to load // Adjust next item position // TODO: do something more interesting than increment in x newItemOffset.x = loadedItem.GetAxisAlignedBoundingBox(Matrix4X4.Identity).XSize/2 + 10; } progressControl.ProgressReporter(1.3, ""); } this.Children.Remove(placeholderItem); this.ContentAcquired = true; ContentLoaded?.Invoke(this, null); if (!dragOperationActive()) { this.Collapse(); } this.Invalidate(); }); } /// /// Indicates if all content has been acquired or if pending operations are still active /// public bool ContentAcquired { get; set; } = false; /// /// Collapse the InsertionGroup into the scene /// public void Collapse() { // Drag operation has finished, we need to perform the collapse var loadedItems = this.Children; // Collapse our contents into the root of the scene // of the scene when it loses focus scene.Children.Modify(list => { this.CollapseInto(list, Object3DTypes.Any); }); // Create and push the undo operation foreach (var item in loadedItems) { view3DWidget.AddUndoOperation( new InsertCommand(view3DWidget, scene, item)); } if (scene.SelectedItem == this && loadedItems.Count > 0) { scene.ClearSelection(); foreach (var item in loadedItems) { scene.AddToSelection(item); } } } } }