249 lines
8.5 KiB
C#
249 lines
8.5 KiB
C#
/*
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Copyright (c) 2014, Lars Brubaker
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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 ClipperLib;
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using MatterHackers.Agg;
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using MatterHackers.Agg.VertexSource;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl
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{
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using System.Linq;
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using DataConverters3D;
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using Polygon = List<IntPoint>;
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using Polygons = List<List<IntPoint>>;
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public static class PlatingHelper
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{
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public static VertexStorage PolygonToPathStorage(this Polygons polygons)
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{
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VertexStorage output = new VertexStorage();
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foreach (Polygon polygon in polygons)
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{
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bool first = true;
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foreach (IntPoint point in polygon)
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{
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if (first)
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{
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output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.MoveTo);
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first = false;
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}
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else
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{
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output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.LineTo);
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}
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}
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output.ClosePolygon();
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}
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output.Add(0, 0, ShapePath.FlagsAndCommand.Stop);
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return output;
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}
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public static void ArrangeOnBed(List<IObject3D> object3DList, IObject3D scene, Vector3 bedCenter)
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{
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// move them all out of the way
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for (int i = 0; i < object3DList.Count; i++)
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{
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object3DList[i].Matrix *= Matrix4X4.CreateTranslation(10000, 10000, 0);
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}
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// sort them by size
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object3DList.Sort(SortOnSize);
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double ratioPerMeshGroup = 1.0 / object3DList.Count;
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double currentRatioDone = 0;
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// put them onto the plate (try the center) starting with the biggest and moving down
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for (int meshGroupIndex = 0; meshGroupIndex < object3DList.Count; meshGroupIndex++)
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{
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var object3D = object3DList[meshGroupIndex];
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Vector3 meshLowerLeft = object3D.GetAxisAlignedBoundingBox(Matrix4X4.Identity).MinXYZ;
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object3D.Matrix *= Matrix4X4.CreateTranslation(-meshLowerLeft);
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PlatingHelper.MoveToOpenPositionRelativeGroup(object3D, scene.Children);
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currentRatioDone += ratioPerMeshGroup;
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// and put it on the bed
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PlatingHelper.PlaceOnBed(object3D);
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}
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// and finally center whatever we have as a group
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{
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AxisAlignedBoundingBox bounds = object3DList[0].GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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for (int i = 1; i < object3DList.Count; i++)
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{
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bounds = AxisAlignedBoundingBox.Union(bounds, object3DList[i].GetAxisAlignedBoundingBox(Matrix4X4.Identity));
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}
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Vector3 boundsCenter = (bounds.MaxXYZ + bounds.MinXYZ) / 2;
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for (int i = 0; i < object3DList.Count; i++)
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{
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object3DList[i].Matrix *= Matrix4X4.CreateTranslation(-boundsCenter + new Vector3(0, 0, bounds.ZSize / 2) + bedCenter);
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}
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}
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}
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private static int SortOnSize(IObject3D x, IObject3D y)
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{
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AxisAlignedBoundingBox xAABB = x.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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AxisAlignedBoundingBox yAABB = y.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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return Math.Max(xAABB.XSize, xAABB.YSize).CompareTo(Math.Max(yAABB.XSize, yAABB.YSize));
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}
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public static void PlaceOnBed(IObject3D object3D)
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{
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AxisAlignedBoundingBox bounds = object3D.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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Vector3 boundsCenter = (bounds.MaxXYZ + bounds.MinXYZ) / 2;
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object3D.Matrix *= Matrix4X4.CreateTranslation(new Vector3(0, 0, -boundsCenter.Z + bounds.ZSize / 2));
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}
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/// <summary>
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/// Moves the target object to the first non-colliding position, starting from the lower left corner of the bounding box containing all sceneItems
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/// </summary>
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/// <param name="objectToAdd">The object to position</param>
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/// <param name="itemsToAvoid">The objects to hit test against</param>
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public static void MoveToOpenPositionRelativeGroup(IObject3D objectToAdd, IEnumerable<IObject3D> itemsToAvoid)
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{
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if (objectToAdd == null || !itemsToAvoid.Any())
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{
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return;
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}
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// find the bounds of all items in the scene
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AxisAlignedBoundingBox allPlacedMeshBounds = itemsToAvoid.GetUnionedAxisAlignedBoundingBox();
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// move the part to the total bounds lower left side
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Vector3 meshLowerLeft = objectToAdd.GetAxisAlignedBoundingBox(Matrix4X4.Identity).MinXYZ;
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objectToAdd.Matrix *= Matrix4X4.CreateTranslation(-meshLowerLeft + allPlacedMeshBounds.MinXYZ);
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// make sure it is on the 0 plane
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var aabb = objectToAdd.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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objectToAdd.Matrix *= Matrix4X4.CreateTranslation(0, 0, -aabb.MinXYZ.Z);
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// keep moving the item until its in an open slot
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MoveToOpenPosition(objectToAdd, itemsToAvoid);
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}
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/// <summary>
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/// Moves the target object to the first non-colliding position, starting at the initial position of the target object
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/// </summary>
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/// <param name="objectToAdd">The object to position</param>
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/// <param name="itemsToAvoid">The objects to hit test against</param>
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public static void MoveToOpenPosition(IObject3D itemToMove, IEnumerable<IObject3D> itemsToAvoid)
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{
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// find a place to put it that doesn't hit anything
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AxisAlignedBoundingBox itemToMoveBounds = itemToMove.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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// add in a few mm so that it will not be touching
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itemToMoveBounds.MinXYZ -= new Vector3(2, 2, 0);
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itemToMoveBounds.MaxXYZ += new Vector3(2, 2, 0);
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Matrix4X4 transform = Matrix4X4.Identity;
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int currentSize = 1;
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bool partPlaced = false;
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while (!partPlaced && itemToMove != null)
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{
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int yStep = 0;
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int xStep = currentSize;
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// check far right edge
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for (yStep = 0; yStep < currentSize; yStep++)
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{
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partPlaced = CheckPosition(itemsToAvoid, itemToMove, itemToMoveBounds, yStep, xStep, ref transform);
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if (partPlaced)
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{
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break;
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}
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}
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if (!partPlaced)
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{
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yStep = currentSize;
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// check top edge
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for (xStep = 0; xStep < currentSize; xStep++)
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{
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partPlaced = CheckPosition(itemsToAvoid, itemToMove, itemToMoveBounds, yStep, xStep, ref transform);
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if (partPlaced)
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{
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break;
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}
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}
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if (!partPlaced)
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{
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xStep = currentSize;
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// check top right point
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partPlaced = CheckPosition(itemsToAvoid, itemToMove, itemToMoveBounds, yStep, xStep, ref transform);
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}
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}
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currentSize++;
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}
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itemToMove.Matrix *= transform;
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}
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private static bool CheckPosition(IEnumerable<IObject3D> itemsToAvoid, IObject3D itemToMove, AxisAlignedBoundingBox meshToMoveBounds, int yStep, int xStep, ref Matrix4X4 transform)
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{
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double xStepAmount = 5;
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double yStepAmount = 5;
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Matrix4X4 positionTransform = Matrix4X4.CreateTranslation(xStep * xStepAmount, yStep * yStepAmount, 0);
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Vector3 newPosition = Vector3Ex.Transform(Vector3.Zero, positionTransform);
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transform = Matrix4X4.CreateTranslation(newPosition);
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AxisAlignedBoundingBox testBounds = meshToMoveBounds.NewTransformed(transform);
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foreach (IObject3D meshToTest in itemsToAvoid)
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{
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if (meshToTest != itemToMove)
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{
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AxisAlignedBoundingBox existingMeshBounds = meshToTest.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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AxisAlignedBoundingBox intersection = AxisAlignedBoundingBox.Intersection(testBounds, existingMeshBounds);
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if (intersection.XSize > 0 && intersection.YSize > 0)
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{
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return false;
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}
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}
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}
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return true;
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}
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}
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}
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