/* 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 MatterHackers.Agg.UI; using MatterHackers.Agg; using MatterHackers.DataConverters3D; using MatterHackers.Localizations; using MatterHackers.MatterControl.PartPreviewWindow; using MatterHackers.MeshVisualizer; using MatterHackers.RenderOpenGl.OpenGl; using MatterHackers.VectorMath; using Newtonsoft.Json; using System.ComponentModel; using System.Linq; using System; namespace MatterHackers.MatterControl.DesignTools.Operations { public enum RotationCenter { ObjectCenter, ObjectOrigin }; //[Obsolete("Not used anymore. Replaced with RotedObject3D_2", true)] public class RotateObject3D : Object3D, IEditorDraw { [DisplayName("X")] [Description("Rotate about the X axis")] public double RotationXDegrees { get; set; } [DisplayName("Y")] [Description("Rotate about the Y axis")] public double RotationYDegrees { get; set; } [DisplayName("Z")] [Description("Rotate about the Z axis")] public double RotationZDegrees { get; set; } // this needs to serialize public Matrix4X4 inverseRotation = Matrix4X4.Identity; public RotateObject3D() { Name = "Rotate".Localize(); } public RotateObject3D(IObject3D item, double xRadians = 0, double yRadians = 0, double zRadians = 0, string name = "") { RotationXDegrees = MathHelper.RadiansToDegrees(xRadians); RotationYDegrees = MathHelper.RadiansToDegrees(yRadians); RotationZDegrees = MathHelper.RadiansToDegrees(zRadians); Children.Add(item.Clone()); Rebuild(null); } public RotateObject3D(IObject3D item, Vector3 translation, string name = "") : this(item, translation.X, translation.Y, translation.Z, name) { } public override Matrix4X4 Matrix { get => base.Matrix; set { var final = value; using (RebuildLock()) { var a = Matrix * inverseRotation; var c = value * inverseRotation; // assuming ab = c and we have a and are recieving a new c, what was b // (the matrix that is being applied)? // b = (a^-1)c. var b = a.Inverted * c; // new we can re-apply the transform being attempted and the rotation after final = a * b * RotationMatrix; } base.Matrix = final; } } [JsonIgnore] public Matrix4X4 RotationMatrix { get { var a = Matrix4X4.CreateRotation(new Vector3( MathHelper.DegreesToRadians(RotationXDegrees), MathHelper.DegreesToRadians(RotationYDegrees), MathHelper.DegreesToRadians(RotationZDegrees))); var b = Matrix4X4.CreateRotationX(MathHelper.DegreesToRadians(RotationXDegrees)) * Matrix4X4.CreateRotationY(MathHelper.DegreesToRadians(RotationYDegrees)) * Matrix4X4.CreateRotationZ(MathHelper.DegreesToRadians(RotationZDegrees)); return b; } } private void Rebuild(UndoBuffer undoBuffer) { this.DebugDepth("Rebuild"); using (RebuildLock()) { var startingAabb = this.GetAxisAlignedBoundingBox(); var rotationMatrix = RotationMatrix; // remove whatever rotation has been applied (they go in reverse order) base.Matrix = inverseRotation * Matrix; // add the current rotation base.Matrix = this.ApplyAtPosition(startingAabb.Center, rotationMatrix); var currentAabb = this.GetAxisAlignedBoundingBox(); // now offset so that the center has not moved base.Matrix = Matrix4X4.CreateTranslation(startingAabb.Center - currentAabb.Center); inverseRotation = rotationMatrix.Inverted; if (startingAabb.ZSize > 0) { // If the part was already created and at a height, maintain the height. PlatingHelper.PlaceMeshAtHeight(this, startingAabb.minXYZ.Z); } } Invalidate(new InvalidateArgs(this, InvalidateType.Matrix, null)); } public override void OnInvalidate(InvalidateArgs invalidateType) { if ((invalidateType.InvalidateType == InvalidateType.Content || invalidateType.InvalidateType == InvalidateType.Matrix || invalidateType.InvalidateType == InvalidateType.Mesh) && invalidateType.Source != this && !RebuildLocked) { Rebuild(null); } else if (invalidateType.InvalidateType == InvalidateType.Properties && invalidateType.Source == this) { Rebuild(null); } else { base.OnInvalidate(invalidateType); } } public void DrawEditor(object sender, DrawEventArgs e) { if (sender is InteractionLayer layer && layer.Scene.SelectedItem != null && layer.Scene.SelectedItem.DescendantsAndSelf().Where((i) => i == this).Any()) { var aabb = this.GetAxisAlignedBoundingBox(); using (this.RebuildLock()) { var old = this.Matrix; this.Matrix = Matrix4X4.Identity; layer.World.RenderAxis(aabb.Center, this.WorldMatrix(), 30, 1); this.Matrix = old; } } // turn the lighting back on GL.Enable(EnableCap.Lighting); } } }