152 lines
No EOL
5.6 KiB
C#
152 lines
No EOL
5.6 KiB
C#
/*
|
|
Copyright (c) 2014, Lars Brubaker
|
|
All rights reserved.
|
|
|
|
Redistribution and use in source and binary forms, with or without
|
|
modification, are permitted provided that the following conditions are met:
|
|
|
|
1. Redistributions of source code must retain the above copyright notice, this
|
|
list of conditions and the following disclaimer.
|
|
2. Redistributions in binary form must reproduce the above copyright notice,
|
|
this list of conditions and the following disclaimer in the documentation
|
|
and/or other materials provided with the distribution.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
|
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
|
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
The views and conclusions contained in the software and documentation are those
|
|
of the authors and should not be interpreted as representing official policies,
|
|
either expressed or implied, of the FreeBSD Project.
|
|
*/
|
|
|
|
using MatterHackers.DataConverters3D;
|
|
using MatterHackers.Localizations;
|
|
using MatterHackers.MeshVisualizer;
|
|
using MatterHackers.PolygonMesh;
|
|
using MatterHackers.VectorMath;
|
|
using System.ComponentModel;
|
|
using System.Globalization;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
|
|
namespace MatterHackers.MatterControl.PartPreviewWindow
|
|
{
|
|
public partial class View3DWidget
|
|
{
|
|
private void AlignSelected()
|
|
{
|
|
if(Scene.HasSelection)
|
|
{
|
|
Scene.SelectFirstChild();
|
|
}
|
|
|
|
// make sure our thread translates numbers correctly (always do this in a thread)
|
|
Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
|
|
|
|
// try to move all the not selected meshes relative to the selected mesh
|
|
AxisAlignedBoundingBox selectedOriginalBounds = Scene.SelectedItem.Mesh.GetAxisAlignedBoundingBox();
|
|
Vector3 selectedOriginalCenter = selectedOriginalBounds.Center;
|
|
AxisAlignedBoundingBox selectedCurrentBounds = Scene.SelectedItem.Mesh.GetAxisAlignedBoundingBox(Scene.SelectedItem.Matrix);
|
|
Vector3 selctedCurrentCenter = selectedCurrentBounds.Center;
|
|
for (int meshGroupToMoveIndex = 0; meshGroupToMoveIndex < Scene.Children.Count; meshGroupToMoveIndex++)
|
|
{
|
|
IObject3D item = Scene.Children[meshGroupToMoveIndex];
|
|
if (item != Scene.SelectedItem)
|
|
{
|
|
AxisAlignedBoundingBox groupToMoveOriginalBounds = item.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
|
|
Vector3 groupToMoveOriginalCenter = groupToMoveOriginalBounds.Center;
|
|
AxisAlignedBoundingBox groupToMoveBounds = item.GetAxisAlignedBoundingBox(Scene.Children[meshGroupToMoveIndex].Matrix);
|
|
Vector3 groupToMoveCenter = groupToMoveBounds.Center;
|
|
|
|
Vector3 originalCoordinatesDelta = groupToMoveOriginalCenter - selectedOriginalCenter;
|
|
Vector3 currentCoordinatesDelta = groupToMoveCenter - selctedCurrentCenter;
|
|
|
|
Vector3 deltaRequired = originalCoordinatesDelta - currentCoordinatesDelta;
|
|
|
|
if (deltaRequired.Length > .0001)
|
|
{
|
|
Scene.Children[meshGroupToMoveIndex].Matrix *= Matrix4X4.CreateTranslation(deltaRequired);
|
|
PartHasBeenChanged();
|
|
}
|
|
}
|
|
}
|
|
|
|
/* TODO: Align needs reconsidered
|
|
// now put all the meshes into just one group
|
|
IObject3D itemWeAreKeeping = Scene.SelectedItem;
|
|
for (int meshGroupToMoveIndex = Scene.Children.Count - 1; meshGroupToMoveIndex >= 0; meshGroupToMoveIndex--)
|
|
{
|
|
IObject3D itemToMove = Scene.Children[meshGroupToMoveIndex];
|
|
if (itemToMove != itemWeAreKeeping)
|
|
{
|
|
// move all the meshes into the new aligned mesh group
|
|
for (int moveIndex = 0; moveIndex < itemToMove.Meshes.Count; moveIndex++)
|
|
{
|
|
Mesh mesh = itemToMove.Meshes[moveIndex];
|
|
itemWeAreKeeping.Meshes.Add(mesh);
|
|
}
|
|
|
|
Scene.Children.RemoveAt(meshGroupToMoveIndex);
|
|
|
|
// TODO: ******************** !!!!!!!!!!!!!!! ********************
|
|
//asyncMeshGroupTransforms.RemoveAt(meshGroupToMoveIndex);
|
|
}
|
|
}
|
|
*/
|
|
|
|
// TODO: ******************** !!!!!!!!!!!!!!! ********************
|
|
/*
|
|
double ratioPerMeshGroup = 1.0 / MeshGroups.Count;
|
|
double currentRatioDone = 0;
|
|
for (int i = 0; i < MeshGroups.Count; i++)
|
|
{
|
|
// create the selection info
|
|
PlatingHelper.CreateITraceableForMeshGroup(MeshGroups, i, (double progress0To1, string processingState, out bool continueProcessing) =>
|
|
{
|
|
ReportProgressChanged(progress0To1, processingState, out continueProcessing);
|
|
});
|
|
|
|
currentRatioDone += ratioPerMeshGroup;
|
|
} */
|
|
}
|
|
|
|
private async void AlignToSelection()
|
|
{
|
|
if (Scene.HasChildren)
|
|
{
|
|
// set the progress label text
|
|
processingProgressControl.PercentComplete = 0;
|
|
processingProgressControl.Visible = true;
|
|
string makingCopyLabel = "Aligning".Localize();
|
|
string makingCopyLabelFull = string.Format("{0}:", makingCopyLabel);
|
|
processingProgressControl.ProcessType = makingCopyLabelFull;
|
|
|
|
LockEditControls();
|
|
viewIsInEditModePreLock = true;
|
|
|
|
await Task.Run((System.Action)AlignSelected);
|
|
|
|
if (HasBeenClosed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// our selection changed to the mesh we just added which is at the end
|
|
Scene.SelectLastChild();
|
|
|
|
UnlockEditControls();
|
|
|
|
Invalidate();
|
|
}
|
|
}
|
|
}
|
|
} |