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
123 lines
No EOL
4.3 KiB
C#
123 lines
No EOL
4.3 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.VectorMath;
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using Newtonsoft.Json;
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using System.ComponentModel;
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namespace MatterHackers.MatterControl.DesignTools.Operations
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{
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public class RotateObject3D : Object3D
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{
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// we do want this to persist
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Vector3 lastRotation = Vector3.Zero;
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[DisplayName("X")]
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[Description("Rotate about the X axis")]
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public double RotationX { get; set; }
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[DisplayName("Y")]
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[Description("Rotate about the Y axis")]
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public double RotationY { get; set; }
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[DisplayName("Z")]
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[Description("Rotate about the Z axis")]
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public double RotationZ { get; set; }
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public RotateObject3D()
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{
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Name = "Rotate".Localize();
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}
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public RotateObject3D(IObject3D item, double x = 0, double y = 0, double z = 0, string name = "")
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{
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RotationX = x;
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RotationY = y;
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RotationZ = z;
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Children.Add(item.Clone());
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}
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public RotateObject3D(IObject3D item, Vector3 translation, string name = "")
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: this(item, translation.X, translation.Y, translation.Z, name)
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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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this.DebugDepth("Rebuild");
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using (RebuildLock())
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{
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var startingAabb = this.GetAxisAlignedBoundingBox();
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// remove whatever rotation has been applied (they go in reverse order)
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Matrix = this.ApplyAtBoundsCenter(Matrix4X4.CreateRotationZ(MathHelper.DegreesToRadians(-lastRotation.Z)));
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Matrix = this.ApplyAtBoundsCenter(Matrix4X4.CreateRotationY(MathHelper.DegreesToRadians(-lastRotation.Y)));
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Matrix = this.ApplyAtBoundsCenter(Matrix4X4.CreateRotationX(MathHelper.DegreesToRadians(-lastRotation.X)));
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// add the current rotation
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Matrix = this.ApplyAtBoundsCenter(Matrix4X4.CreateRotationX(MathHelper.DegreesToRadians(RotationX)));
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Matrix = this.ApplyAtBoundsCenter(Matrix4X4.CreateRotationY(MathHelper.DegreesToRadians(RotationY)));
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Matrix = this.ApplyAtBoundsCenter(Matrix4X4.CreateRotationZ(MathHelper.DegreesToRadians(RotationZ)));
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lastRotation = new Vector3(RotationX, RotationY, RotationZ);
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if (startingAabb.ZSize > 0)
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{
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// If the part was already created and at a height, maintain the height.
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PlatingHelper.PlaceMeshAtHeight(this, startingAabb.minXYZ.Z);
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}
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}
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Invalidate(new InvalidateArgs(this, InvalidateType.Matrix, null));
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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.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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}
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} |