Advance array has better defaults All Arrays set color better Fit to Bounds has name Selection set better on adding to internal tree view items Operation source visible set corectly
129 lines
No EOL
4 KiB
C#
129 lines
No EOL
4 KiB
C#
/*
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Copyright (c) 2018, 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.Localizations;
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using MatterHackers.MatterControl.DesignTools.EditableTypes;
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using MatterHackers.VectorMath;
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using System;
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using System.Linq;
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namespace MatterHackers.MatterControl.DesignTools.Operations
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{
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public class ArrayLinearObject3D : Object3D
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{
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public ArrayLinearObject3D()
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{
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Name = "Linear Array".Localize();
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}
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public override bool CanApply => true;
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public override bool CanRemove => true;
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public int Count { get; set; } = 3;
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public DirectionVector Direction { get; set; } = new DirectionVector { Normal = new Vector3(1, 0, 0) };
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public double Distance { get; set; } = 30;
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public override void Apply(UndoBuffer undoBuffer)
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{
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OperationSourceObject3D.Apply(this);
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base.Apply(undoBuffer);
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}
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public override void OnInvalidate(InvalidateArgs invalidateType)
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{
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if ((invalidateType.InvalidateType == InvalidateType.Content
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|| invalidateType.InvalidateType == InvalidateType.Matrix
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|| invalidateType.InvalidateType == InvalidateType.Mesh)
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&& invalidateType.Source != this
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&& !RebuildLocked)
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{
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Rebuild(null);
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}
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else if(invalidateType.InvalidateType == InvalidateType.Color)
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{
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var sourceItem = OperationSourceObject3D.GetOrCreateSourceContainer(this).Children.FirstOrDefault();
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foreach (var item in Children)
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{
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if (item != sourceItem)
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{
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item.Color = sourceItem.Color;
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}
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}
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base.OnInvalidate(invalidateType);
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}
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else if (invalidateType.InvalidateType == InvalidateType.Properties
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&& invalidateType.Source == this)
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{
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Rebuild(null);
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}
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else
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{
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base.OnInvalidate(invalidateType);
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}
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}
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private void Rebuild(UndoBuffer undoBuffer)
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{
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using (this.RebuildLock())
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{
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this.DebugDepth("Rebuild");
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var sourceContainer = OperationSourceObject3D.GetOrCreateSourceContainer(this);
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this.Children.Modify(list =>
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{
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list.Clear();
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// add back in the sourceContainer
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list.Add(sourceContainer);
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// get the source item
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var sourceItem = sourceContainer.Children.First();
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for (int i = 0; i < Math.Max(Count, 1); i++)
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{
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var next = sourceItem.Clone();
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next.Matrix = sourceItem.Matrix * Matrix4X4.CreateTranslation(Direction.Normal.GetNormal() * Distance * i);
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list.Add(next);
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}
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});
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}
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this.Invalidate(new InvalidateArgs(this, InvalidateType.Content));
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}
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public override void Remove(UndoBuffer undoBuffer)
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{
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OperationSourceObject3D.Remove(this);
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base.Remove(undoBuffer);
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}
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}
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} |