418 lines
13 KiB
C#
418 lines
13 KiB
C#
/*
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Copyright (c) 2017, 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 System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using MatterHackers.Agg;
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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.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 static class SceneActions
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{
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public static async void UngroupSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasSelection)
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{
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view3DWidget.processingProgressControl.PercentComplete = 0;
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view3DWidget.processingProgressControl.Visible = true;
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view3DWidget.LockEditControls();
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view3DWidget.viewIsInEditModePreLock = true;
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await Task.Run(() =>
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{
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var selectedItem = Scene.SelectedItem;
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bool isGroupItemType = Scene.IsSelected(Object3DTypes.Group);
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// If not a Group ItemType, look for mesh volumes and split into distinct objects if found
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if (!isGroupItemType
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&& !selectedItem.HasChildren
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&& selectedItem.Mesh != null)
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{
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var discreetMeshes = CreateDiscreteMeshes.SplitVolumesIntoMeshes(Scene.SelectedItem.Mesh, ((double progress0To1, string processingState) progress, CancellationTokenSource continueProcessing) =>
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{
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view3DWidget.ReportProgressChanged(progress.progress0To1 * .5, progress.processingState, continueProcessing);
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});
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if (discreetMeshes.Count == 1)
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{
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// No further processing needed, nothing to ungroup
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return;
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}
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selectedItem.Children = discreetMeshes.Select(mesh => new Object3D()
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{
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ItemType = Object3DTypes.Model,
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Mesh = mesh
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}).ToList<IObject3D>();
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selectedItem.Mesh = null;
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selectedItem.MeshPath = null;
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selectedItem.ItemType = Object3DTypes.Group;
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isGroupItemType = true;
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}
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if (isGroupItemType)
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{
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// Create and perform the delete operation
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var operation = new UngroupCommand(view3DWidget, Scene.SelectedItem);
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operation.Do();
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// Store the operation for undo/redo
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view3DWidget.UndoBuffer.Add(operation);
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}
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});
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if (view3DWidget.HasBeenClosed)
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{
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return;
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}
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// our selection changed to the mesh we just added which is at the end
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Scene.SelectLastChild();
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view3DWidget.UnlockEditControls();
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view3DWidget.PartHasBeenChanged();
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view3DWidget.Invalidate();
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}
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}
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public static async void AlignToSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasChildren)
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{
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// set the progress label text
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view3DWidget.processingProgressControl.PercentComplete = 0;
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view3DWidget.processingProgressControl.Visible = true;
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string makingCopyLabel = "Aligning".Localize();
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string makingCopyLabelFull = string.Format("{0}:", makingCopyLabel);
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view3DWidget.processingProgressControl.ProcessType = makingCopyLabelFull;
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view3DWidget.LockEditControls();
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view3DWidget.viewIsInEditModePreLock = true;
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await Task.Run(() =>
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{
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if (Scene.HasSelection)
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{
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Scene.SelectFirstChild();
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}
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// make sure our thread translates numbers correctly (always do this in a thread)
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Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
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// try to move all the not selected meshes relative to the selected mesh
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AxisAlignedBoundingBox selectedOriginalBounds = Scene.SelectedItem.Mesh.GetAxisAlignedBoundingBox();
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Vector3 selectedOriginalCenter = selectedOriginalBounds.Center;
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AxisAlignedBoundingBox selectedCurrentBounds = Scene.SelectedItem.Mesh.GetAxisAlignedBoundingBox(Scene.SelectedItem.Matrix);
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Vector3 selctedCurrentCenter = selectedCurrentBounds.Center;
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for (int meshGroupToMoveIndex = 0; meshGroupToMoveIndex < Scene.Children.Count; meshGroupToMoveIndex++)
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{
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IObject3D item = Scene.Children[meshGroupToMoveIndex];
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if (item != Scene.SelectedItem)
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{
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AxisAlignedBoundingBox groupToMoveOriginalBounds = item.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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Vector3 groupToMoveOriginalCenter = groupToMoveOriginalBounds.Center;
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AxisAlignedBoundingBox groupToMoveBounds = item.GetAxisAlignedBoundingBox(Scene.Children[meshGroupToMoveIndex].Matrix);
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Vector3 groupToMoveCenter = groupToMoveBounds.Center;
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Vector3 originalCoordinatesDelta = groupToMoveOriginalCenter - selectedOriginalCenter;
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Vector3 currentCoordinatesDelta = groupToMoveCenter - selctedCurrentCenter;
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Vector3 deltaRequired = originalCoordinatesDelta - currentCoordinatesDelta;
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if (deltaRequired.Length > .0001)
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{
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Scene.Children[meshGroupToMoveIndex].Matrix *= Matrix4X4.CreateTranslation(deltaRequired);
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view3DWidget.PartHasBeenChanged();
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}
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}
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}
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/* TODO: Align needs reconsidered
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// now put all the meshes into just one group
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IObject3D itemWeAreKeeping = Scene.SelectedItem;
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for (int meshGroupToMoveIndex = Scene.Children.Count - 1; meshGroupToMoveIndex >= 0; meshGroupToMoveIndex--)
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{
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IObject3D itemToMove = Scene.Children[meshGroupToMoveIndex];
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if (itemToMove != itemWeAreKeeping)
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{
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// move all the meshes into the new aligned mesh group
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for (int moveIndex = 0; moveIndex < itemToMove.Meshes.Count; moveIndex++)
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{
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Mesh mesh = itemToMove.Meshes[moveIndex];
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itemWeAreKeeping.Meshes.Add(mesh);
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}
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Scene.Children.RemoveAt(meshGroupToMoveIndex);
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// TODO: ******************** !!!!!!!!!!!!!!! ********************
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//asyncMeshGroupTransforms.RemoveAt(meshGroupToMoveIndex);
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}
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}
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*/
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// TODO: ******************** !!!!!!!!!!!!!!! ********************
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/*
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double ratioPerMeshGroup = 1.0 / MeshGroups.Count;
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double currentRatioDone = 0;
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for (int i = 0; i < MeshGroups.Count; i++)
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{
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// create the selection info
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PlatingHelper.CreateITraceableForMeshGroup(MeshGroups, i, (double progress0To1, string processingState, CancellationTokenSource continueProcessing) =>
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{
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ReportProgressChanged(progress0To1, processingState, continueProcessing);
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});
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currentRatioDone += ratioPerMeshGroup;
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} */
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});
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if (view3DWidget.HasBeenClosed)
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{
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return;
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}
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// our selection changed to the mesh we just added which is at the end
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Scene.SelectLastChild();
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view3DWidget.UnlockEditControls();
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view3DWidget.Invalidate();
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}
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}
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public static async void GroupSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasChildren)
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{
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view3DWidget.processingProgressControl.PercentComplete = 0;
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view3DWidget.processingProgressControl.Visible = true;
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view3DWidget.LockEditControls();
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view3DWidget.viewIsInEditModePreLock = true;
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var item = Scene.SelectedItem;
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await Task.Run(() =>
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{
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if (Scene.IsSelected(Object3DTypes.SelectionGroup))
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{
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// Create and perform the delete operation
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var operation = new GroupCommand(view3DWidget, Scene.SelectedItem);
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operation.Do();
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// Store the operation for undo/redo
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view3DWidget.UndoBuffer.Add(operation);
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}
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});
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if (view3DWidget.HasBeenClosed)
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{
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return;
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}
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view3DWidget.UnlockEditControls();
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view3DWidget.Invalidate();
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}
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}
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public static async void AutoArrangeChildren(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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// TODO: ******************** !!!!!!!!!!!!!!! ********************
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var arrangedScene = new Object3D();
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await Task.Run(() =>
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{
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foreach (var sceneItem in Scene.Children)
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{
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PlatingHelper.MoveToOpenPosition(sceneItem, Scene.Children);
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arrangedScene.Children.Add(sceneItem);
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}
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});
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Scene.ModifyChildren(children =>
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{
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children.Clear();
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children.AddRange(arrangedScene.Children);
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});
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}
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public static async void DuplicateSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasSelection)
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{
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view3DWidget.processingProgressControl.ProcessType = "Making Copy".Localize() + ":";
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view3DWidget.processingProgressControl.Visible = true;
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view3DWidget.processingProgressControl.PercentComplete = 0;
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view3DWidget.LockEditControls();
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// Copy selected item
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IObject3D newItem = await Task.Run(() =>
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{
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var clonedItem = Scene.SelectedItem.Clone();
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PlatingHelper.MoveToOpenPosition(clonedItem, Scene.Children);
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return clonedItem;
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});
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if (view3DWidget.HasBeenClosed)
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{
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return;
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}
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Scene.InsertNewItem(view3DWidget, newItem);
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view3DWidget.UnlockEditControls();
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view3DWidget.PartHasBeenChanged();
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// TODO: jlewin - why do we need to reset the scale?
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// now set the selection to the new copy
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Scene.Children.Last().ExtraData.CurrentScale = Scene.SelectedItem.ExtraData.CurrentScale;
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}
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}
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public static void InsertNewItem(this InteractiveScene Scene, View3DWidget view3DWidget, IObject3D newItem)
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{
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// Reposition first item to bed center
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if (Scene.Children.Count == 0)
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{
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var aabb = newItem.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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var center = aabb.Center;
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newItem.Matrix *= Matrix4X4.CreateTranslation(
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(MeshViewerWidget.BedCenter.x + center.x),
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(MeshViewerWidget.BedCenter.y + center.y),
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-aabb.minXYZ.z);
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}
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// Create and perform a new insert operation
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var insertOperation = new InsertCommand(view3DWidget, newItem);
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insertOperation.Do();
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// Store the operation for undo/redo
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view3DWidget.UndoBuffer.Add(insertOperation);
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}
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public static void DeleteSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasSelection)
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{
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// Create and perform the delete operation
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var deleteOperation = new DeleteCommand(view3DWidget, Scene.SelectedItem);
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deleteOperation.Do();
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// Store the operation for undo/redo
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view3DWidget.UndoBuffer.Add(deleteOperation);
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}
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}
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internal class ArangeUndoCommand : IUndoRedoCommand
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{
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private List<TransformUndoCommand> allUndoTransforms = new List<TransformUndoCommand>();
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public ArangeUndoCommand(View3DWidget view3DWidget, List<Matrix4X4> preArrangeTarnsforms, List<Matrix4X4> postArrangeTarnsforms)
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{
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for (int i = 0; i < preArrangeTarnsforms.Count; i++)
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{
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//allUndoTransforms.Add(new TransformUndoCommand(view3DWidget, i, preArrangeTarnsforms[i], postArrangeTarnsforms[i]));
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}
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}
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public void Do()
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{
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for (int i = 0; i < allUndoTransforms.Count; i++)
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{
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allUndoTransforms[i].Do();
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}
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}
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public void Undo()
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{
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for (int i = 0; i < allUndoTransforms.Count; i++)
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{
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allUndoTransforms[i].Undo();
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}
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}
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}
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}
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}
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/*
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private async void AutoArrangePartsInBackground()
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{
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if (MeshGroups.Count > 0)
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{
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string progressArrangeParts = LocalizedString.Get("Arranging Parts");
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string progressArrangePartsFull = string.Format("{0}:", progressArrangeParts);
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processingProgressControl.ProcessType = progressArrangePartsFull;
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processingProgressControl.Visible = true;
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processingProgressControl.PercentComplete = 0;
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LockEditControls();
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List<Matrix4X4> preArrangeTarnsforms = new List<Matrix4X4>(MeshGroupTransforms);
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await Task.Run(() =>
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{
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Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
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PushMeshGroupDataToAsynchLists(TraceInfoOpperation.DONT_COPY);
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PlatingHelper.ArrangeMeshGroups(asyncMeshGroups, asyncMeshGroupTransforms, asyncPlatingDatas, ReportProgressChanged);
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});
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if (WidgetHasBeenClosed)
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{
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return;
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}
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// offset them to the center of the bed
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for (int i = 0; i < asyncMeshGroups.Count; i++)
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{
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asyncMeshGroupTransforms[i] *= Matrix4X4.CreateTranslation(new Vector3(ActiveSliceSettings.Instance.BedCenter, 0));
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}
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PartHasBeenChanged();
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PullMeshGroupDataFromAsynchLists();
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List<Matrix4X4> postArrangeTarnsforms = new List<Matrix4X4>(MeshGroupTransforms);
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undoBuffer.Add(new ArangeUndoCommand(this, preArrangeTarnsforms, postArrangeTarnsforms));
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UnlockEditControls();
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}
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} */
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