155 lines
No EOL
6 KiB
C#
155 lines
No EOL
6 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 MatterHackers.Localizations;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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using System.ComponentModel;
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using System.Globalization;
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using System.Threading;
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using System.Threading.Tasks;
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namespace MatterHackers.MatterControl.PartPreviewWindow
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{
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public partial class View3DWidget
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{
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private void AlignSelected()
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{
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if (SelectedMeshGroupIndex == -1)
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{
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SelectedMeshGroupIndex = 0;
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}
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// make sure our thread translates numbers correctly (always do this in a thread)
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Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
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// save our data so we don't mess up the display while doing work
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PushMeshGroupDataToAsynchLists(TraceInfoOpperation.DO_COPY);
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// try to move all the not selected meshes relative to the selected mesh
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AxisAlignedBoundingBox selectedOriginalBounds = asyncMeshGroups[SelectedMeshGroupIndex].GetAxisAlignedBoundingBox();
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Vector3 selectedOriginalCenter = selectedOriginalBounds.Center;
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AxisAlignedBoundingBox selectedCurrentBounds = asyncMeshGroups[SelectedMeshGroupIndex].GetAxisAlignedBoundingBox(asyncMeshGroupTransforms[SelectedMeshGroupIndex]);
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Vector3 selctedCurrentCenter = selectedCurrentBounds.Center;
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for (int meshGroupToMoveIndex = 0; meshGroupToMoveIndex < asyncMeshGroups.Count; meshGroupToMoveIndex++)
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{
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MeshGroup meshGroupToMove = asyncMeshGroups[meshGroupToMoveIndex];
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if (meshGroupToMove != asyncMeshGroups[SelectedMeshGroupIndex])
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{
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AxisAlignedBoundingBox groupToMoveOriginalBounds = meshGroupToMove.GetAxisAlignedBoundingBox();
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Vector3 groupToMoveOriginalCenter = groupToMoveOriginalBounds.Center;
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AxisAlignedBoundingBox groupToMoveBounds = meshGroupToMove.GetAxisAlignedBoundingBox(asyncMeshGroupTransforms[meshGroupToMoveIndex]);
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Vector3 groupToMoveCenter = groupToMoveBounds.Center;
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Vector3 originalCoordinatesDelta = groupToMoveOriginalCenter - selectedOriginalCenter;
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Vector3 currentCoordinatesDelta = groupToMoveCenter - selctedCurrentCenter;
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Vector3 deltaRequired = originalCoordinatesDelta - currentCoordinatesDelta;
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if (deltaRequired.Length > .0001)
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{
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asyncMeshGroupTransforms[meshGroupToMoveIndex] *= Matrix4X4.CreateTranslation(deltaRequired);
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PartHasBeenChanged();
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}
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}
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}
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// now put all the meshes into just one group
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MeshGroup meshGroupWeAreKeeping = asyncMeshGroups[SelectedMeshGroupIndex];
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for (int meshGroupToMoveIndex = asyncMeshGroups.Count - 1; meshGroupToMoveIndex >= 0; meshGroupToMoveIndex--)
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{
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MeshGroup meshGroupToMove = asyncMeshGroups[meshGroupToMoveIndex];
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if (meshGroupToMove != meshGroupWeAreKeeping)
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{
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// move all the meshes into the new aligned mesh group
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for (int moveIndex = 0; moveIndex < meshGroupToMove.Meshes.Count; moveIndex++)
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{
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Mesh mesh = meshGroupToMove.Meshes[moveIndex];
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meshGroupWeAreKeeping.Meshes.Add(mesh);
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}
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asyncMeshGroups.RemoveAt(meshGroupToMoveIndex);
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asyncMeshGroupTransforms.RemoveAt(meshGroupToMoveIndex);
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}
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}
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asyncPlatingDatas.Clear();
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double ratioPerMeshGroup = 1.0 / asyncMeshGroups.Count;
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double currentRatioDone = 0;
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for (int i = 0; i < asyncMeshGroups.Count; i++)
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{
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PlatingMeshGroupData newInfo = new PlatingMeshGroupData();
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asyncPlatingDatas.Add(newInfo);
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MeshGroup meshGroup = asyncMeshGroups[i];
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// create the selection info
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PlatingHelper.CreateITraceableForMeshGroup(asyncPlatingDatas, asyncMeshGroups, i, (double progress0To1, string processingState, out bool continueProcessing) =>
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{
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ReportProgressChanged(progress0To1, processingState, out continueProcessing);
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});
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currentRatioDone += ratioPerMeshGroup;
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}
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}
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private async void AlignToSelectedMeshGroup()
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{
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if (MeshGroups.Count > 0)
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{
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// set the progress label text
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processingProgressControl.PercentComplete = 0;
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processingProgressControl.Visible = true;
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string makingCopyLabel = LocalizedString.Get("Aligning");
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string makingCopyLabelFull = string.Format("{0}:", makingCopyLabel);
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processingProgressControl.ProcessType = makingCopyLabelFull;
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LockEditControls();
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viewIsInEditModePreLock = true;
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await Task.Run((System.Action)AlignSelected);
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if (HasBeenClosed)
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{
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return;
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}
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// remove the original mesh and replace it with these new meshes
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PullMeshGroupDataFromAsynchLists();
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// our selection changed to the mesh we just added which is at the end
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SelectedMeshGroupIndex = MeshGroups.Count - 1;
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UnlockEditControls();
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Invalidate();
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}
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}
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}
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} |