279 lines
No EOL
9.2 KiB
C#
279 lines
No EOL
9.2 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 System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.ComponentModel.DataAnnotations;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using MatterHackers.Agg;
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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.MatterControl.DesignTools.Operations;
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using MatterHackers.MatterControl.PartPreviewWindow;
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using MatterHackers.MatterControl.PartPreviewWindow.View3D;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.PolygonMesh;
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using MatterHackers.RenderOpenGl.OpenGl;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.DesignTools
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{
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public static class Teselate
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{
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public static void SplitEdges(List<Vector3> vL, FaceList fL, double maxLength)
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{
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//var maxLengthSqrd = maxLength * maxLength;
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//var facesToRemove = new HashSet<int>();
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//// check every face
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//for (int faceIndex = 0; faceIndex < fL.Count; faceIndex++)
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//{
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// var face = fL[faceIndex];
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// // check the edge of every face
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// for (int i = 0; i < 3; i++)
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// {
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// var endIndex = face[((i + 1) % 3)];
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// var startIndex = face[i];
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// var start = vL[startIndex];
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// var end = vL[endIndex];
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// var lengthSqrd = (end.X - start.X) * (end.X - start.X);
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// //var lengthSqrd = (end - start).LengthSquared;
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// // if the edge is > maxXLength
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// if (lengthSqrd > maxLengthSqrd)
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// {
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// int lastIndex = face[((i + 2) % 3)];
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// // add a new vertex at the split
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// var newPosition = (start + end) / 2;
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// var newIndex = vL.Count;
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// vL.Add(newPosition);
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// // add two new faces
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// // start, new, last
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// fL.Add(new int[] { startIndex, newIndex, lastIndex });
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// // new, end, last
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// fL.Add(new int[] { newIndex, endIndex, lastIndex });
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// // mark this face for removal
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// facesToRemove.Add(faceIndex);
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// // go on to next face
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// break;
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// }
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// }
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//}
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//// remove all the faces that are marked for removal (make a new list with only keep)
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//var fLN = new FaceList();
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//for (int i = 0; i < fL.Count; i++)
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//{
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// if (!facesToRemove.Contains(i))
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// {
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// fLN.Add(fL[i]);
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// }
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//}
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//fL.Clear();
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//fL.AddRange(fLN);
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}
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}
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public class CurveObject3D : MeshWrapperObject3D, IEditorDraw
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{
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public double Diameter { get; set; } = double.MinValue;
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[Range(0, 100, ErrorMessage = "Value for {0} must be between {1} and {2}.")]
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[Description("Where to start the bend as a percent of the width of the part")]
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public double StartPercent { get; set; } = 50;
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[DisplayName("Bend Up")]
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public bool BendCcw { get; set; } = true;
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[Range(3, 360, ErrorMessage = "Value for {0} must be between {1} and {2}.")]
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[Description("Ensures the rotated part has a minimum number of sides per complete rotation")]
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public double MinSidesPerRotation { get; set; } = 3;
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// holds where we rotate the object
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Vector2 rotationCenter;
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public CurveObject3D()
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{
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Name = "Curve".Localize();
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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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bool propertyUpdated = Diameter == double.MinValue;
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if (StartPercent < 0
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|| StartPercent > 100)
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{
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StartPercent = Math.Min(100, Math.Max(0, StartPercent));
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propertyUpdated = true;
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}
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using (RebuildLock())
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{
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ResetMeshWrapperMeshes(Object3DPropertyFlags.All, CancellationToken.None);
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// remember the current matrix then clear it so the parts will rotate at the original wrapped position
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var currentMatrix = Matrix;
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Matrix = Matrix4X4.Identity;
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var meshWrapperEnumerator = WrappedObjects();
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var aabb = this.GetAxisAlignedBoundingBox();
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if (Diameter == double.MinValue)
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{
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// uninitialized set to a reasonable value
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Diameter = (int)aabb.XSize;
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// TODO: ensure that the editor display value is updated
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}
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if (Diameter > 0)
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{
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var radius = Diameter / 2;
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var circumference = MathHelper.Tau * radius;
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rotationCenter = new Vector2(aabb.MinXYZ.X + (aabb.MaxXYZ.X - aabb.MinXYZ.X) * (StartPercent / 100), aabb.MaxXYZ.Y + radius);
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foreach (var object3Ds in meshWrapperEnumerator)
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{
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var matrix = object3Ds.original.WorldMatrix(this);
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if (!BendCcw)
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{
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// rotate around so it will bend correctly
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matrix *= Matrix4X4.CreateTranslation(0, -aabb.MaxXYZ.Y, 0);
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matrix *= Matrix4X4.CreateRotationX(MathHelper.Tau / 2);
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matrix *= Matrix4X4.CreateTranslation(0, aabb.MaxXYZ.Y - aabb.YSize, 0);
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}
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var matrixInv = matrix.Inverted;
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var curvedMesh = object3Ds.meshCopy.Mesh;
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// split long edges so it will be curved
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if (false)
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{
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double numRotations = aabb.XSize / circumference;
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double numberOfCuts = numRotations * MinSidesPerRotation;
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var maxXLength = aabb.XSize / numberOfCuts;
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var maxXLengthSqrd = maxXLength * maxXLength;
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// convert the mesh into vertex and face arrays
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double[] v;
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int[] f;
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v = curvedMesh.Vertices.ToDoubleArray(object3Ds.meshCopy.Matrix);
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f = curvedMesh.Faces.ToIntArray();
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// make lists so we can add to them
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var vL = v.ToVector3List();
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vL.Transform(matrix);
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var fL = new FaceList(f, curvedMesh.Vertices);
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Teselate.SplitEdges(vL, fL, maxXLength);
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vL.Transform(matrixInv);
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// convert the lists back into the mesh
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object3Ds.meshCopy.Mesh = new Mesh(vL, fL);
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curvedMesh = object3Ds.meshCopy.Mesh;
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}
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for (int i = 0; i < curvedMesh.Vertices.Count; i++)
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{
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var worldPosition = curvedMesh.Vertices[i].Transform((Matrix4X4)matrix);
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var angleToRotate = ((worldPosition.X - rotationCenter.X) / circumference) * MathHelper.Tau - MathHelper.Tau / 4;
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var distanceFromCenter = rotationCenter.Y - worldPosition.Y;
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var rotatePosition = new Vector3Float(Math.Cos(angleToRotate), Math.Sin(angleToRotate), 0) * distanceFromCenter;
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rotatePosition.Z = worldPosition.Z;
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var worldWithBend = rotatePosition + new Vector3Float(rotationCenter.X, radius + aabb.MaxXYZ.Y, 0);
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curvedMesh.Vertices[i] = worldWithBend.Transform(matrixInv);
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}
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curvedMesh.MarkAsChanged();
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curvedMesh.CalculateNormals();
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}
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if (!BendCcw)
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{
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// fix the stored center so we draw correctly
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rotationCenter = new Vector2(rotationCenter.X, aabb.MinXYZ.Y - radius);
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}
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}
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// set the matrix back
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Matrix = currentMatrix;
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}
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base.OnInvalidate(new InvalidateArgs(this, InvalidateType.Mesh));
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if(propertyUpdated)
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{
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base.OnInvalidate(new InvalidateArgs(this, InvalidateType.Properties));
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}
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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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public void DrawEditor(object sender, DrawEventArgs e)
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{
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if (sender is InteractionLayer layer
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&& layer.Scene.SelectedItem != null
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&& layer.Scene.SelectedItem.DescendantsAndSelf().Where((i) => i == this).Any())
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{
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// we want to measure the
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var currentMatrixInv = Matrix.Inverted;
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var aabb = this.GetAxisAlignedBoundingBox(currentMatrixInv);
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layer.World.RenderCylinderOutline(this.WorldMatrix(), new Vector3(rotationCenter, aabb.Center.Z), Diameter, aabb.ZSize, 30, Color.Red);
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}
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// turn the lighting back on
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GL.Enable(EnableCap.Lighting);
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}
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}
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} |