350 lines
No EOL
8.9 KiB
C#
350 lines
No EOL
8.9 KiB
C#
/*
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Copyright (c) 2014, Lars Brubaker
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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.MatterControl.DesignTools;
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using MatterHackers.MatterControl.DesignTools.Operations;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.VectorMath;
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using System;
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using System.Collections.Generic;
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namespace MatterHackers.Plugins.EditorTools
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{
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public class ScaleController
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{
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public ScaleStates FinalState;
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public ScaleStates InitialState = new ScaleStates();
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private IObject3DControlContext context;
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private List<Func<double>> getDiameters;
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private List<Action<double>> setDiameters;
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private Func<double> getWidth;
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private Action<double> setWidth;
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private Func<double> getDepth;
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private Action<double> setDepth;
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private Func<double> getHeight;
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private Action<double> setHeight;
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public ScaleController(Func<double> getWidth,
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Action<double> setWidth,
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Func<double> getDepth,
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Action<double> setDepth,
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Func<double> getHeight,
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Action<double> setHeight,
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List<Func<double>> getDiameters = null,
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List<Action<double>> setDiameters = null)
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{
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this.getWidth = getWidth;
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this.setWidth = setWidth;
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this.getDepth = getDepth;
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this.setDepth = setDepth;
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this.getHeight = getHeight;
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this.setHeight = setHeight;
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this.getDiameters = getDiameters;
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this.setDiameters = setDiameters;
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if (getDiameters != null)
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{
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for (int i = 0; i < getDiameters.Count; i++)
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{
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InitialState.Diameters.Add(0);
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}
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}
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}
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public bool HasChange
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{
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get
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{
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if ((getWidth != null && getWidth() != InitialState.Width)
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|| (getDepth != null && getDepth() != InitialState.Depth))
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{
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return true;
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}
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return false;
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}
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}
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private IObject3D selectedItem
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{
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get
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{
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var selectedItemRoot = context.Scene.SelectedItemRoot;
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var selectedItem = context.Scene.SelectedItem;
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return (selectedItemRoot == selectedItem) ? selectedItem : null;
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}
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}
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public void Cancel()
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{
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setWidth?.Invoke(InitialState.Width);
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setDepth?.Invoke(InitialState.Depth);
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setHeight?.Invoke(InitialState.Height);
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if (setDiameters != null)
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{
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for (int i = 0; i < setDiameters.Count; i++)
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{
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setDiameters[i](InitialState.Diameters[i]);
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}
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}
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selectedItem.Rebuild();
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selectedItem.Matrix = InitialState.Matrix;
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selectedItem?.Invalidate(new InvalidateArgs(selectedItem, InvalidateType.DisplayValues));
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}
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/// <summary>
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/// Save undo & do data from the state information
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/// </summary>
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public void EditComplete()
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{
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var doState = FinalState;
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doState.Matrix = selectedItem.Matrix;
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var undoState = InitialState;
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EditComplete(undoState, doState);
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}
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public void ScaleDepth(double newDepth)
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{
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FinalState.Depth = newDepth;
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if (context.GuiSurface.ModifierKeys == Keys.Shift || selectedItem is IScaleLocker)
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{
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ScaleProportional(newDepth / InitialState.Depth);
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}
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SetItem(selectedItem, FinalState);
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}
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public void ScaleDiameter(double newSize, int index)
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{
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FinalState.Diameters[index] = newSize;
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if (context.GuiSurface.ModifierKeys == Keys.Shift)
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{
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ScaleProportional(newSize / InitialState.Diameters[index]);
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}
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SetItem(selectedItem, FinalState);
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}
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public void ScaleHeight(double newHeight)
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{
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FinalState.Height = newHeight;
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if (context.GuiSurface.ModifierKeys == Keys.Shift || selectedItem is IScaleLocker)
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{
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ScaleProportional(newHeight / InitialState.Height);
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}
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SetItem(selectedItem, FinalState);
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}
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public void ScaleWidth(double newWidth)
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{
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FinalState.Width = newWidth;
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if (context.GuiSurface.ModifierKeys == Keys.Shift || selectedItem is IScaleLocker)
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{
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ScaleProportional(newWidth / InitialState.Width);
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}
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SetItem(selectedItem, FinalState);
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}
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public void SetInitialState(IObject3DControlContext context)
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{
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this.context = context;
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if (getWidth != null)
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{
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InitialState.Width = getWidth();
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}
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if (getDepth != null)
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{
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InitialState.Depth = getDepth.Invoke();
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}
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if (getHeight != null)
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{
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InitialState.Height = getHeight();
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}
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if (getDiameters != null)
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{
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for (int i = 0; i < getDiameters.Count; i++)
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{
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InitialState.Diameters[i] = getDiameters[i]();
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}
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}
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InitialState.Matrix = selectedItem.Matrix;
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FinalState = new ScaleStates(InitialState);
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}
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internal void ScaleWidthDepth(double newWidth, double newDepth)
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{
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FinalState.Width = newWidth;
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FinalState.Depth = newDepth;
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if (context.GuiSurface.ModifierKeys == Keys.Shift || selectedItem is IScaleLocker)
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{
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ScaleProportional(newWidth / InitialState.Width);
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}
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SetItem(selectedItem, FinalState);
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}
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private void EditComplete(ScaleStates undoState, ScaleStates doState)
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{
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var undoBuffer = context.Scene.UndoBuffer;
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var selectedItem = this.selectedItem;
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undoBuffer.Add(new UndoRedoActions(async () =>
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{
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SetItem(selectedItem, undoState);
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await selectedItem.Rebuild();
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// we set the matrix again after as the rebuild might move the object
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selectedItem.Matrix = undoState.Matrix;
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selectedItem?.Invalidate(new InvalidateArgs(selectedItem, InvalidateType.DisplayValues));
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},
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async () =>
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{
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SetItem(selectedItem, doState);
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await selectedItem.Rebuild();
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// we set the matrix again after as the rebuild might move the object
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selectedItem.Matrix = doState.Matrix;
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selectedItem?.Invalidate(new InvalidateArgs(selectedItem, InvalidateType.DisplayValues));
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}));
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}
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private void ScaleProportional(double scale)
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{
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if (context.GuiSurface.ModifierKeys != Keys.Shift
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&& selectedItem is IScaleLocker scaleLocker)
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{
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switch (scaleLocker.LockProportion)
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{
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case LockProportions.None:
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break;
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case LockProportions.X_Y:
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if (FinalState.Width != InitialState.Width
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|| FinalState.Depth != InitialState.Depth)
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{
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FinalState.Width = InitialState.Width * scale;
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FinalState.Depth = InitialState.Depth * scale;
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}
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break;
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case LockProportions.X_Y_Z:
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FinalState.Width = InitialState.Width * scale;
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FinalState.Depth = InitialState.Depth * scale;
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FinalState.Height = InitialState.Height * scale;
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break;
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}
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scaleLocker.ScaledProportionally();
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}
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else
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{
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FinalState.Width = InitialState.Width * scale;
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FinalState.Depth = InitialState.Depth * scale;
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FinalState.Height = InitialState.Height * scale;
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for (int i = 0; i < FinalState.Diameters.Count; i++)
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{
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FinalState.Diameters[i] = InitialState.Diameters[i] * scale;
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}
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}
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}
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private void SetItem(IObject3D item, ScaleStates states)
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{
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setWidth?.Invoke(states.Width);
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setDepth?.Invoke(states.Depth);
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setHeight?.Invoke(states.Height);
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if (setDiameters != null)
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{
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for (int i = 0; i < setDiameters.Count; i++)
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{
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setDiameters[i](states.Diameters[i]);
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}
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}
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item.Matrix = states.Matrix;
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item.Invalidate(new InvalidateArgs(item, InvalidateType.DisplayValues));
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}
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public class ScaleStates
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{
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public double Depth;
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public double Height;
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public double Width;
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public List<double> Diameters { get; internal set; } = new List<double>();
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public Matrix4X4 Matrix { get; set; }
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public ScaleStates()
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{
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}
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public ScaleStates(ScaleStates initialState)
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{
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this.Depth = initialState.Depth;
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this.Height = initialState.Height;
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this.Width = initialState.Width;
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this.Matrix = initialState.Matrix;
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for (int i = 0; i < initialState.Diameters.Count; i++)
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{
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this.Diameters.Add(initialState.Diameters[i]);
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}
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}
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}
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}
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} |