mattercontrol/original/MatterControlLib/Library/Widgets/InsertionGroupObject3D.cs

207 lines
6.4 KiB
C#

/*
Copyright (c) 2022, Kevin Pope, John Lewin, Lars Brubaker
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.Tasks;
using MatterHackers.DataConverters3D;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.MatterControl.PartPreviewWindow;
using MatterHackers.PolygonMesh;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.Library
{
public class InsertionGroupObject3D : Object3D
{
internal static Mesh placeHolderMesh;
private View3DWidget view3DWidget;
private Action<IObject3D, IEnumerable<IObject3D>> layoutParts;
public Task LoadingItemsTask { get; }
static InsertionGroupObject3D()
{
// Create the placeholder mesh and position it at z0
placeHolderMesh = PlatonicSolids.CreateCube(20, 20, 20);
placeHolderMesh.Translate(new Vector3(0, 0, 10));
}
// TODO: Figure out how best to collapse the InsertionGroup after the load task completes
public InsertionGroupObject3D(IEnumerable<ILibraryItem> items,
View3DWidget view3DWidget,
InteractiveScene scene,
Vector2 newItemOffset,
Action<IObject3D, IEnumerable<IObject3D>> layoutParts,
bool trackSourceFiles = false,
bool addUndoCheckPoint = true)
{
if (items == null)
{
return;
}
this.layoutParts = layoutParts;
// Add a temporary placeholder to give us some bounds
this.view3DWidget = view3DWidget;
this.LoadingItemsTask = Task.Run(async () =>
{
var offset = Matrix4X4.Identity;
// Add the placeholder 'Loading...' object
var placeholderItem = new Object3D()
{
Mesh = placeHolderMesh,
Matrix = Matrix4X4.Identity,
Parent = this
};
this.Children.Add(placeholderItem);
var itemsToLoad = items.Where(item => item.IsContentFileType()).ToList();
// Filter to content file types only
foreach (var item in itemsToLoad)
{
// Acquire
var progressControl = new DragDropLoadProgress(view3DWidget, null, ApplicationController.Instance.Theme);
// Position at accumulating offset
placeholderItem.Matrix *= Matrix4X4.CreateTranslation(newItemOffset.X, (double)newItemOffset.Y, 0);
placeholderItem.Visible = true;
progressControl.TrackingObject = placeholderItem;
var loadedItem = await item.CreateContent(progressControl.ProgressReporter);
if (loadedItem != null)
{
var aabb = loadedItem.GetAxisAlignedBoundingBox();
// lets move the cube to the center of the loaded thing
placeholderItem.Matrix *= Matrix4X4.CreateTranslation(-10 + aabb.XSize / 2, 0, 0);
placeholderItem.Visible = false;
// Copy scale/rotation/translation from the source and Center
loadedItem.Matrix = loadedItem.Matrix * Matrix4X4.CreateTranslation((double)-aabb.Center.X, (double)-aabb.Center.Y, (double)-aabb.MinXYZ.Z) * placeholderItem.Matrix;
// check if the item has 0 height (it is probably an image)
if (loadedItem.ZSize() == 0)
{
// raise it up a bit so it is not z fighting with the bed
loadedItem.Matrix *= Matrix4X4.CreateTranslation(0, 0, .1);
}
loadedItem.Color = loadedItem.Color;
// Set mesh path if tracking requested
if (trackSourceFiles
&& item is FileSystemFileItem fileItem
&& item.IsMeshFileType())
{
loadedItem.MeshPath = fileItem.FilePath;
}
this.Children.Add(loadedItem);
loadedItem.MakeNameNonColliding();
// Adjust next item position
newItemOffset.X = loadedItem.GetAxisAlignedBoundingBox().XSize / 2 + 10;
}
// the 1.3 is so the progress bar will collapse after going past 1
progressControl.ProgressReporter(1.3, "");
}
this.Children.Remove(placeholderItem);
this.Collapse(addUndoCheckPoint);
this.Invalidate(InvalidateType.Children);
});
}
/// <summary>
/// Collapse the InsertionGroup into the scene
/// </summary>
private void Collapse(bool addUndoCheckPoint)
{
// Drag operation has finished, we need to perform the collapse
var loadedItems = this.Children;
// If we only have one item it may be a mcx wrapper, collapse that first.
if (loadedItems.Count == 1)
{
var first = loadedItems.First();
if (first.GetType() == typeof(Object3D)
&& first.Mesh == null
&& first.Children.Count == 1)
{
// collapse our first child into this
this.Children.Modify(list =>
{
first.CollapseInto(list, false);
});
}
loadedItems = this.Children;
}
foreach (var item in loadedItems)
{
item.Matrix *= this.Matrix;
}
view3DWidget.Scene.Children.Remove(this);
if (layoutParts != null)
{
var allBedItems = new List<IObject3D>(view3DWidget.Scene.Children);
foreach (var item in loadedItems)
{
layoutParts?.Invoke(item, allBedItems);
allBedItems.Add(item);
}
}
if (addUndoCheckPoint)
{
view3DWidget.Scene.UndoBuffer.AddAndDo(new InsertCommand(view3DWidget.Scene, loadedItems));
}
else
{
new InsertCommand(view3DWidget.Scene, loadedItems).Do();
}
}
}
}