mattercontrol/MatterControlLib/PartPreviewWindow/View3D/SceneActions.cs
John Lewin eb4e741c48 Fix auto arrange/selection quirks
- Issue MatterHackers/MatterControl#4111
Auto arrange does not work for multiple items
2018-12-24 12:48:31 -08:00

486 lines
15 KiB
C#

/*
Copyright (c) 2017, Lars Brubaker, John Lewin
All rights reserved.
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modification, are permitted provided that the following conditions are met:
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using MatterHackers.Agg;
using MatterHackers.Agg.Platform;
using MatterHackers.Agg.UI;
using MatterHackers.DataConverters3D;
using MatterHackers.DataConverters3D.UndoCommands;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DataStorage;
using MatterHackers.MatterControl.DesignTools;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.PolygonMesh;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.PartPreviewWindow
{
public static class SceneActions
{
private static int pastObjectXOffset = 5;
public static List<IObject3D> GetSelectedItems(this InteractiveScene scene)
{
var selectedItem = scene.SelectedItem;
var selectedItems = new List<IObject3D>();
if (selectedItem != null)
{
if (selectedItem is SelectionGroupObject3D)
{
selectedItems = selectedItem.Children.ToList();
}
else
{
selectedItems = new List<IObject3D> { selectedItem };
}
}
return selectedItems;
}
public static async void UngroupSelection(this InteractiveScene scene)
{
var selectedItem = scene.SelectedItem;
if (selectedItem != null)
{
if(selectedItem.CanFlatten)
{
selectedItem.Flatten(scene.UndoBuffer);
scene.SelectedItem = null;
return;
}
bool isGroupItemType = selectedItem.Children.Count > 0;
// If not a Group ItemType, look for mesh volumes and split into distinct objects if found
if (isGroupItemType)
{
// Create and perform the delete operation
// Store the operation for undo/redo
scene.UndoBuffer.AddAndDo(new UngroupCommand(scene, selectedItem));
}
else if (!selectedItem.HasChildren()
&& selectedItem.Mesh != null)
{
await ApplicationController.Instance.Tasks.Execute(
"Ungroup".Localize(),
null,
(reporter, cancellationToken) =>
{
var progressStatus = new ProgressStatus();
reporter.Report(progressStatus);
// clear the selection
scene.SelectedItem = null;
progressStatus.Status = "Copy".Localize();
reporter.Report(progressStatus);
var ungroupMesh = selectedItem.Mesh.Copy(cancellationToken, (progress0To1, processingState) =>
{
progressStatus.Progress0To1 = progress0To1 * .2;
progressStatus.Status = processingState;
reporter.Report(progressStatus);
});
if(cancellationToken.IsCancellationRequested)
{
return Task.CompletedTask;
}
progressStatus.Status = "Clean".Localize();
reporter.Report(progressStatus);
ungroupMesh.CleanAndMergeMesh(cancellationToken, 0, (progress0To1, processingState) =>
{
progressStatus.Progress0To1 = .2 + progress0To1 * .3;
progressStatus.Status = processingState;
reporter.Report(progressStatus);
});
if (cancellationToken.IsCancellationRequested)
{
return Task.CompletedTask;
}
using (selectedItem.RebuildLock())
{
selectedItem.Mesh = ungroupMesh;
}
// try to cut it up into multiple meshes
progressStatus.Status = "Split".Localize();
var discreetMeshes = CreateDiscreteMeshes.SplitVolumesIntoMeshes(ungroupMesh, cancellationToken, (double progress0To1, string processingState) =>
{
progressStatus.Progress0To1 = .5 + progress0To1 * .5;
progressStatus.Status = processingState;
reporter.Report(progressStatus);
});
if (cancellationToken.IsCancellationRequested)
{
return Task.CompletedTask;
}
if (discreetMeshes.Count == 1)
{
// restore the selection
scene.SelectedItem = selectedItem;
// No further processing needed, nothing to ungroup
return Task.CompletedTask;
}
// build the ungroup list
List<IObject3D> addItems = new List<IObject3D>(discreetMeshes.Select(mesh => new Object3D()
{
Mesh = mesh,
}));
foreach(var item in addItems)
{
item.CopyProperties(selectedItem, Object3DPropertyFlags.All);
item.Visible = true;
}
// add and do the undo data
scene.UndoBuffer.AddAndDo(new ReplaceCommand(new List<IObject3D> { selectedItem }, addItems));
foreach (var item in addItems)
{
item.MakeNameNonColliding();
}
return Task.CompletedTask;
});
}
// leave no selection
scene.SelectedItem = null;
}
}
public static async Task AutoArrangeChildren(this InteractiveScene scene, Vector3 bedCenter)
{
await Task.Run(() =>
{
// Clear selection to ensure all root level children are arranged on the bed
scene.SelectedItem = null;
PlatingHelper.ArrangeOnBed(scene.Children.ToList(), scene, bedCenter);
});
}
public static void Cut(this InteractiveScene scene, IObject3D sourceItem = null)
{
var selectedItem = scene.SelectedItem;
if (selectedItem != null)
{
Clipboard.Instance.SetText("!--IObjectSelection--!");
ApplicationController.ClipboardItem = selectedItem.Clone();
// put it back in right where we cut it from
pastObjectXOffset = 0;
scene.DeleteSelection();
}
}
public static void Copy(this InteractiveScene scene, IObject3D sourceItem = null)
{
var selectedItem = scene.SelectedItem;
if (selectedItem != null)
{
Clipboard.Instance.SetText("!--IObjectSelection--!");
ApplicationController.ClipboardItem = selectedItem.Clone();
// when we copy an object put it back in with a slight offset
pastObjectXOffset = 5;
}
}
public static void Paste(this BedConfig sceneContext)
{
var scene = sceneContext.Scene;
if (Clipboard.Instance.ContainsImage)
{
// Persist
string filePath = ApplicationDataStorage.Instance.GetNewLibraryFilePath(".png");
AggContext.ImageIO.SaveImageData(
filePath,
Clipboard.Instance.GetImage());
scene.UndoBuffer.AddAndDo(
new InsertCommand(
scene,
new ImageObject3D()
{
AssetPath = filePath
}));
}
else if (Clipboard.Instance.ContainsText)
{
if (Clipboard.Instance.GetText() == "!--IObjectSelection--!")
{
sceneContext.DuplicateItem(pastObjectXOffset, ApplicationController.ClipboardItem);
// each time we put in the object offset it a bit more
pastObjectXOffset += 5;
}
}
}
public static async void DuplicateItem(this BedConfig sceneContext, double xOffset, IObject3D sourceItem = null)
{
var scene = sceneContext.Scene;
if (sourceItem == null)
{
var selectedItem = scene.SelectedItem;
if (selectedItem != null)
{
sourceItem = selectedItem;
}
}
if (sourceItem != null)
{
// Copy selected item
IObject3D newItem = await Task.Run(() =>
{
if (sourceItem != null)
{
if (sourceItem is SelectionGroupObject3D)
{
// the selection is a group of objects that need to be copied
var copyList = sourceItem.Children.ToList();
scene.SelectedItem = null;
foreach(var item in copyList)
{
var clonedItem = item.Clone();
clonedItem.Translate(xOffset);
// make the name unique
var newName = agg_basics.GetNonCollidingName(item.Name, scene.DescendantsAndSelf().Select((d) => d.Name));
clonedItem.Name = newName;
// add it to the scene
scene.Children.Add(clonedItem);
// add it to the selection
scene.AddToSelection(clonedItem);
}
}
else // the selection can be cloned easily
{
var clonedItem = sourceItem.Clone();
clonedItem.Translate(xOffset);
// make the name unique
var newName = agg_basics.GetNonCollidingName(sourceItem.Name, scene.DescendantsAndSelf().Select((d) => d.Name));
clonedItem.Name = newName;
// More useful if it creates the part in the exact position and then the user can move it.
// Consistent with other software as well. LBB 2017-12-02
//PlatingHelper.MoveToOpenPositionRelativeGroup(clonedItem, Scene.Children);
return clonedItem;
}
}
return null;
});
// it might come back null due to threading
if (newItem != null)
{
sceneContext.InsertNewItem(newItem);
}
}
}
public static void InsertNewItem(this BedConfig sceneContext, IObject3D newItem)
{
var scene = sceneContext.Scene;
// Reposition first item to bed center
if (scene.Children.Count == 0)
{
var aabb = newItem.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
var center = aabb.Center;
newItem.Matrix *= Matrix4X4.CreateTranslation(
(sceneContext.BedCenter.X - center.X),
(sceneContext.BedCenter.Y - center.Y),
-aabb.minXYZ.Z);
}
// Create and perform a new insert operation
var insertOperation = new InsertCommand(scene, newItem);
insertOperation.Do();
// Store the operation for undo/redo
scene.UndoBuffer.Add(insertOperation);
}
public static void DeleteSelection(this InteractiveScene scene)
{
var selectedItem = scene.SelectedItem;
if (selectedItem != null)
{
// Create and perform the delete operation
var deleteOperation = new DeleteCommand(scene, selectedItem);
// Store the operation for undo/redo
scene.UndoBuffer.AddAndDo(deleteOperation);
scene.ClearSelection();
}
}
public static void MakeLowestFaceFlat(this InteractiveScene scene, IObject3D objectToLayFlatGroup)
{
bool firstVertex = true;
IObject3D objectToLayFlat = objectToLayFlatGroup;
IVertex lowestVertex = null;
Vector3 lowestVertexPosition = Vector3.Zero;
IObject3D itemToLayFlat = null;
// Process each child, checking for the lowest vertex
foreach (var itemToCheck in objectToLayFlat.VisibleMeshes())
{
var meshToCheck = itemToCheck.Mesh.GetConvexHull(false);
if(meshToCheck == null
&& meshToCheck.Vertices.Count < 3)
{
continue;
}
// find the lowest point on the model
for (int testIndex = 0; testIndex < meshToCheck.Vertices.Count; testIndex++)
{
var vertex = meshToCheck.Vertices[testIndex];
Vector3 vertexPosition = Vector3.Transform(vertex.Position, itemToCheck.WorldMatrix());
if (firstVertex)
{
lowestVertex = meshToCheck.Vertices[testIndex];
lowestVertexPosition = vertexPosition;
itemToLayFlat = itemToCheck;
firstVertex = false;
}
else if (vertexPosition.Z < lowestVertexPosition.Z)
{
lowestVertex = meshToCheck.Vertices[testIndex];
lowestVertexPosition = vertexPosition;
itemToLayFlat = itemToCheck;
}
}
}
if (lowestVertex == null)
{
// didn't find any selected mesh
return;
}
PolygonMesh.Face faceToLayFlat = null;
double lowestAngleOfAnyFace = double.MaxValue;
// Check all the faces that are connected to the lowest point to find out which one to lay flat.
foreach (var face in lowestVertex.ConnectedFaces())
{
double biggestAngleToFaceVertex = double.MinValue;
foreach (IVertex faceVertex in face.Vertices())
{
if (faceVertex != lowestVertex)
{
Vector3 faceVertexPosition = Vector3.Transform(faceVertex.Position, itemToLayFlat.WorldMatrix());
Vector3 pointRelLowest = faceVertexPosition - lowestVertexPosition;
double xLeg = new Vector2(pointRelLowest.X, pointRelLowest.Y).Length;
double yLeg = pointRelLowest.Z;
double angle = Math.Atan2(yLeg, xLeg);
if (angle > biggestAngleToFaceVertex)
{
biggestAngleToFaceVertex = angle;
}
}
}
if (biggestAngleToFaceVertex < lowestAngleOfAnyFace)
{
lowestAngleOfAnyFace = biggestAngleToFaceVertex;
faceToLayFlat = face;
}
}
double maxDistFromLowestZ = 0;
List<Vector3> faceVertices = new List<Vector3>();
foreach (IVertex vertex in faceToLayFlat.Vertices())
{
Vector3 vertexPosition = Vector3.Transform(vertex.Position, itemToLayFlat.WorldMatrix());
faceVertices.Add(vertexPosition);
maxDistFromLowestZ = Math.Max(maxDistFromLowestZ, vertexPosition.Z - lowestVertexPosition.Z);
}
if (maxDistFromLowestZ > .001)
{
Vector3 xPositive = (faceVertices[1] - faceVertices[0]).GetNormal();
Vector3 yPositive = (faceVertices[2] - faceVertices[0]).GetNormal();
Vector3 planeNormal = Vector3.Cross(xPositive, yPositive).GetNormal();
// this code takes the minimum rotation required and looks much better.
Quaternion rotation = new Quaternion(planeNormal, new Vector3(0, 0, -1));
Matrix4X4 partLevelMatrix = Matrix4X4.CreateRotation(rotation);
// rotate it
objectToLayFlat.Matrix = objectToLayFlatGroup.ApplyAtBoundsCenter(partLevelMatrix);
}
PlatingHelper.PlaceOnBed(objectToLayFlatGroup);
}
internal class ArrangeUndoCommand : IUndoRedoCommand
{
private List<TransformCommand> allUndoTransforms = new List<TransformCommand>();
public ArrangeUndoCommand(View3DWidget view3DWidget, List<Matrix4X4> preArrangeTarnsforms, List<Matrix4X4> postArrangeTarnsforms)
{
for (int i = 0; i < preArrangeTarnsforms.Count; i++)
{
//allUndoTransforms.Add(new TransformUndoCommand(view3DWidget, i, preArrangeTarnsforms[i], postArrangeTarnsforms[i]));
}
}
public void Do()
{
for (int i = 0; i < allUndoTransforms.Count; i++)
{
allUndoTransforms[i].Do();
}
}
public void Undo()
{
for (int i = 0; i < allUndoTransforms.Count; i++)
{
allUndoTransforms[i].Undo();
}
}
}
}
}