99 lines
No EOL
3 KiB
C#
99 lines
No EOL
3 KiB
C#
/*
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Copyright (c) 2016, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.PartPreviewWindow
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{
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public class UngroupCommand : IUndoRedoCommand
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{
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private IObject3D originalItem;
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private InteractiveScene scene;
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public UngroupCommand(InteractiveScene scene, IObject3D ungroupingItem)
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{
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this.originalItem = ungroupingItem;
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this.scene = scene;
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}
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public void Do()
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{
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if (!scene.Children.Contains(originalItem))
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{
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return;
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}
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scene.Children.Modify(list =>
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{
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// Remove the group
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list.Remove(originalItem);
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// Apply transform
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foreach(var child in originalItem.Children)
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{
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child.Matrix *= originalItem.Matrix;
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}
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// Add all children from the group
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list.AddRange(originalItem.Children);
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});
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scene.SelectLastChild();
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scene.Invalidate(new InvalidateArgs(null, InvalidateType.Children));
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}
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public void Undo()
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{
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// Remove the children from the Scene root, add the original item back into the root
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scene.Children.Modify(list =>
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{
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foreach(var child in originalItem.Children)
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{
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if (list.Contains(child))
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{
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list.Remove(child);
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}
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Matrix4X4 inverseMatrix = originalItem.Matrix;
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inverseMatrix.Invert();
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child.Matrix = inverseMatrix * child.Matrix;
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}
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list.Add(originalItem);
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});
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scene.SelectLastChild();
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scene.Invalidate(new InvalidateArgs(null, InvalidateType.Children));
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}
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}
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} |