/* Copyright (c) 2017, 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.Diagnostics; using System.Threading; using System.Threading.Tasks; using MatterHackers.Agg; using MatterHackers.Agg.Image; using MatterHackers.Agg.UI; using MatterHackers.Agg.VertexSource; using MatterHackers.DataConverters3D; using MatterHackers.PolygonMesh; using MatterHackers.RayTracer; using MatterHackers.RenderOpenGl; using MatterHackers.VectorMath; using MatterHackers.VectorMath.TrackBall; namespace MatterHackers.MatterControl.PartPreviewWindow { public class TumbleCubeControl : GuiWidget { LightingData lighting = new LightingData(); Mesh cube = PlatonicSolids.CreateCube(3, 3, 3); IPrimitive cubeTraceData; InteractionLayer interactionLayer; WorldView world; Vector2 mouseDownPosition; Vector2 lastMovePosition; public TumbleCubeControl(InteractionLayer interactionLayer) : base(100 * GuiWidget.DeviceScale, 100 * GuiWidget.DeviceScale) { this.interactionLayer = interactionLayer; // this data needs to be made on the ui thread UiThread.RunOnIdle(() => { cube.CleanAndMergeMesh(CancellationToken.None); TextureFace(cube.Faces[0], "Top"); TextureFace(cube.Faces[1], "Left", Matrix4X4.CreateRotationZ(MathHelper.Tau / 4)); TextureFace(cube.Faces[2], "Right", Matrix4X4.CreateRotationZ(-MathHelper.Tau / 4)); TextureFace(cube.Faces[3], "Bottom", Matrix4X4.CreateRotationZ(MathHelper.Tau / 2)); TextureFace(cube.Faces[4], "Back", Matrix4X4.CreateRotationZ(MathHelper.Tau / 2)); TextureFace(cube.Faces[5], "Front"); cube.MarkAsChanged(); cubeTraceData = cube.CreateTraceData(); }); } public override void OnDraw(Graphics2D graphics2D) { var screenSpaceBounds = this.TransformToScreenSpace(LocalBounds); world = new WorldView(screenSpaceBounds.Width, screenSpaceBounds.Height); var forward = -Vector3.UnitZ; var directionForward = Vector3.TransformNormal(forward, interactionLayer.World.InverseModelviewMatrix); var up = Vector3.UnitY; var directionUp = Vector3.TransformNormal(up, interactionLayer.World.InverseModelviewMatrix); world.RotationMatrix = Matrix4X4.LookAt(Vector3.Zero, directionForward, directionUp); GLHelper.SetGlContext(world, screenSpaceBounds, lighting); GLHelper.Render(cube, Color.White, Matrix4X4.Identity, RenderTypes.Shaded); GLHelper.UnsetGlContext(); base.OnDraw(graphics2D); } public override void OnMouseDown(MouseEventArgs mouseEvent) { base.OnMouseDown(mouseEvent); mouseDownPosition = mouseEvent.Position; lastMovePosition = mouseDownPosition; } public override void OnMouseMove(MouseEventArgs mouseEvent) { // find the ray for this control // check what face it hits // mark that face to draw a highlight base.OnMouseMove(mouseEvent); // rotate the view if (MouseDownOnWidget) { var movePosition = mouseEvent.Position; Quaternion activeRotationQuaternion = TrackBallController.GetRotationForMove(new Vector2(Width/2, Height/2), world, Width, lastMovePosition, movePosition, false); if (activeRotationQuaternion != Quaternion.Identity) { lastMovePosition = movePosition; interactionLayer.World.RotationMatrix = interactionLayer.World.RotationMatrix * Matrix4X4.CreateRotation(activeRotationQuaternion); interactionLayer.Invalidate(); } } else if(world != null && cubeTraceData != null) // Make sure we don't use the trace data before it is ready { Ray ray = world.GetRayForLocalBounds(mouseEvent.Position); IntersectInfo info = cubeTraceData.GetClosestIntersection(ray); if (info != null) { var uV = ((TriangleShapeUv)info.closestHitObject).GetUv(info); } } } public override void OnMouseUp(MouseEventArgs mouseEvent) { base.OnMouseUp(mouseEvent); // Make sure we don't use the trace data before it is ready if (mouseDownPosition == mouseEvent.Position && cubeTraceData != null) { Ray ray = world.GetRayForLocalBounds(mouseEvent.Position); IntersectInfo info = cubeTraceData.GetClosestIntersection(ray); if (info != null) { var normal = ((TriangleShape)info.closestHitObject).Plane.Normal; var directionForward = -new Vector3(normal); var directionUp = Vector3.UnitY; if (directionForward.Equals(Vector3.UnitX, .001)) { directionUp = Vector3.UnitZ; } else if (directionForward.Equals(-Vector3.UnitX, .001)) { directionUp = Vector3.UnitZ; } else if (directionForward.Equals(Vector3.UnitY, .001)) { directionUp = Vector3.UnitZ; } else if (directionForward.Equals(-Vector3.UnitY, .001)) { directionUp = Vector3.UnitZ; } else if (directionForward.Equals(Vector3.UnitZ, .001)) { directionUp = -Vector3.UnitY; } var look = Matrix4X4.LookAt(Vector3.Zero, directionForward, directionUp); var start = new Quaternion(interactionLayer.World.RotationMatrix); var end = new Quaternion(look); Task.Run(() => { // TODO: stop any spinning happening in the view double duration = .25; var timer = Stopwatch.StartNew(); var time = timer.Elapsed.TotalSeconds; while (time < duration) { var current = Quaternion.Slerp(start, end, time / duration); UiThread.RunOnIdle(() => { interactionLayer.World.RotationMatrix = Matrix4X4.CreateRotation(current); Invalidate(); }); time = timer.Elapsed.TotalSeconds; Thread.Sleep(10); } interactionLayer.World.RotationMatrix = Matrix4X4.CreateRotation(end); Invalidate(); }); } } interactionLayer.Focus(); } private static void TextureFace(Face face, string name, Matrix4X4? initialRotation = null) { ImageBuffer textureToUse = new ImageBuffer(256, 256); var frontGraphics = textureToUse.NewGraphics2D(); frontGraphics.Clear(Color.White); frontGraphics.DrawString(name, textureToUse.Width / 2, textureToUse.Height / 2, 60, justification: Agg.Font.Justification.Center, baseline: Agg.Font.Baseline.BoundsCenter); frontGraphics.Render(new Stroke(new RoundedRect(.5, .5, 254.5, 254.4, 0), 6), Color.DarkGray); ImageGlPlugin.GetImageGlPlugin(textureToUse, true); MeshHelper.PlaceTextureOnFace(face, textureToUse, MeshHelper.GetMaxFaceProjection(face, textureToUse, initialRotation)); } } }