mattercontrol/MatterControlLib/PartPreviewWindow/View3D/SceneActions.cs
2019-01-24 16:51:07 -08:00

475 lines
14 KiB
C#

/*
Copyright (c) 2017, Lars Brubaker, John Lewin
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 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);
// try to cut it up into multiple meshes
progressStatus.Status = "Split".Localize();
var discreetMeshes = CreateDiscreteMeshes.SplitVolumesIntoMeshes(selectedItem.Mesh, 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[] { 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;
Vector3Float lowestPosition = Vector3Float.PositiveInfinity;
Vector3Float sourceVertexPosition = Vector3Float.NegativeInfinity;
IObject3D itemToLayFlat = null;
Mesh meshWithLowest = 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];
var vertexPosition = vertex.Transform(itemToCheck.WorldMatrix());
if (firstVertex)
{
meshWithLowest = meshToCheck;
lowestPosition = vertexPosition;
sourceVertexPosition = vertex;
itemToLayFlat = itemToCheck;
firstVertex = false;
}
else if (vertexPosition.Z < lowestPosition.Z)
{
meshWithLowest = meshToCheck;
lowestPosition = vertexPosition;
sourceVertexPosition = vertex;
itemToLayFlat = itemToCheck;
}
}
}
if (meshWithLowest == null)
{
// didn't find any selected mesh
return;
}
int faceToLayFlat = -1;
double lowestAngleOfAnyFace = double.MaxValue;
// Check all the faces that are connected to the lowest point to find out which one to lay flat.
for (int faceIndex = 0; faceIndex < meshWithLowest.Faces.Count; faceIndex++)
{
var face = meshWithLowest.Faces[faceIndex];
if (meshWithLowest.Vertices[face.v0] != sourceVertexPosition
&& meshWithLowest.Vertices[face.v1] != sourceVertexPosition
&& meshWithLowest.Vertices[face.v2] != sourceVertexPosition)
{
// this face does not contain the vertex
continue;
}
double biggestAngleToFaceVertex = double.MinValue;
var faceIndices = new int[] { face.v0, face.v1, face.v2 };
foreach (var vi in faceIndices)
{
if (meshWithLowest.Vertices[vi] != lowestPosition)
{
var faceVertexPosition = meshWithLowest.Vertices[vi].Transform(itemToLayFlat.WorldMatrix());
var pointRelLowest = faceVertexPosition - lowestPosition;
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 = faceIndex;
}
}
double maxDistFromLowestZ = 0;
var lowestFace = meshWithLowest.Faces[faceToLayFlat];
var lowestFaceIndices = new int[] { lowestFace.v0, lowestFace.v1, lowestFace.v2 };
var faceVertices = new List<Vector3Float>();
foreach (var vertex in lowestFaceIndices)
{
var vertexPosition = meshWithLowest.Vertices[vertex].Transform(itemToLayFlat.WorldMatrix());
faceVertices.Add(vertexPosition);
maxDistFromLowestZ = Math.Max(maxDistFromLowestZ, vertexPosition.Z - lowestPosition.Z);
}
if (maxDistFromLowestZ > .001)
{
var xPositive = (faceVertices[1] - faceVertices[0]).GetNormal();
var yPositive = (faceVertices[2] - faceVertices[0]).GetNormal();
var planeNormal = xPositive.Cross(yPositive).GetNormal();
// this code takes the minimum rotation required and looks much better.
Quaternion rotation = new Quaternion(planeNormal, new Vector3Float(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();
}
}
}
}
}