197 lines
No EOL
6.2 KiB
C#
197 lines
No EOL
6.2 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 MatterHackers.Agg.UI;
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using MatterHackers.Agg;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.MatterControl.PartPreviewWindow;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.RenderOpenGl.OpenGl;
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using MatterHackers.VectorMath;
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using Newtonsoft.Json;
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using System.ComponentModel;
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using System.Linq;
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using System;
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namespace MatterHackers.MatterControl.DesignTools.Operations
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{
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public enum RotationCenter { ObjectCenter, ObjectOrigin };
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//[Obsolete("Not used anymore. Replaced with RotedObject3D_2", true)]
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public class RotateObject3D : Object3D, IEditorDraw
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{
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[DisplayName("X")]
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[Description("Rotate about the X axis")]
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public double RotationXDegrees { get; set; }
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[DisplayName("Y")]
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[Description("Rotate about the Y axis")]
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public double RotationYDegrees { get; set; }
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[DisplayName("Z")]
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[Description("Rotate about the Z axis")]
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public double RotationZDegrees { get; set; }
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// this needs to serialize
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public Matrix4X4 inverseRotation = Matrix4X4.Identity;
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public RotateObject3D()
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{
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Name = "Rotate".Localize();
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}
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public RotateObject3D(IObject3D item, double xRadians = 0, double yRadians = 0, double zRadians = 0, string name = "")
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{
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RotationXDegrees = MathHelper.RadiansToDegrees(xRadians);
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RotationYDegrees = MathHelper.RadiansToDegrees(yRadians);
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RotationZDegrees = MathHelper.RadiansToDegrees(zRadians);
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Children.Add(item.Clone());
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Rebuild(null);
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}
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public RotateObject3D(IObject3D item, Vector3 translation, string name = "")
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: this(item, translation.X, translation.Y, translation.Z, name)
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{
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}
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public override Matrix4X4 Matrix
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{
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get => base.Matrix;
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set
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{
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var final = value;
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using (RebuildLock())
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{
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var a = Matrix * inverseRotation;
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var c = value * inverseRotation;
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// assuming ab = c and we have a and are recieving a new c, what was b
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// (the matrix that is being applied)?
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// b = (a^-1)c.
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var b = a.Inverted * c;
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// new we can re-apply the transform being attempted and the rotation after
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final = a * b * RotationMatrix;
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}
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base.Matrix = final;
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}
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}
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[JsonIgnore]
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public Matrix4X4 RotationMatrix
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{
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get
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{
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var a = Matrix4X4.CreateRotation(new Vector3(
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MathHelper.DegreesToRadians(RotationXDegrees),
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MathHelper.DegreesToRadians(RotationYDegrees),
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MathHelper.DegreesToRadians(RotationZDegrees)));
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var b = Matrix4X4.CreateRotationX(MathHelper.DegreesToRadians(RotationXDegrees))
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* Matrix4X4.CreateRotationY(MathHelper.DegreesToRadians(RotationYDegrees))
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* Matrix4X4.CreateRotationZ(MathHelper.DegreesToRadians(RotationZDegrees));
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return b;
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}
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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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using (RebuildLock())
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{
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var startingAabb = this.GetAxisAlignedBoundingBox();
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var rotationMatrix = RotationMatrix;
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// remove whatever rotation has been applied (they go in reverse order)
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base.Matrix = inverseRotation * Matrix;
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// add the current rotation
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base.Matrix = this.ApplyAtPosition(startingAabb.Center, rotationMatrix);
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var currentAabb = this.GetAxisAlignedBoundingBox();
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// now offset so that the center has not moved
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base.Matrix = Matrix4X4.CreateTranslation(startingAabb.Center - currentAabb.Center);
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inverseRotation = rotationMatrix.Inverted;
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if (startingAabb.ZSize > 0)
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{
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// If the part was already created and at a height, maintain the height.
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PlatingHelper.PlaceMeshAtHeight(this, startingAabb.minXYZ.Z);
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}
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}
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Invalidate(new InvalidateArgs(this, InvalidateType.Matrix, null));
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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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var aabb = this.GetAxisAlignedBoundingBox();
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using (this.RebuildLock())
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{
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var old = this.Matrix;
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this.Matrix = Matrix4X4.Identity;
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layer.World.RenderAxis(aabb.Center, this.WorldMatrix(), 30, 1);
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this.Matrix = old;
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}
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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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} |