Changing Rebuilding to Suspend and Resume rebuilding Made visible meshes return only the object not the object and mesh (mesh is on object) Put in some debugging
205 lines
No EOL
5.8 KiB
C#
205 lines
No EOL
5.8 KiB
C#
/*
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Copyright (c) 2017, 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.DataConverters3D;
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using MatterHackers.DataConverters3D.UndoCommands;
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using MatterHackers.MatterControl.DesignTools.Operations;
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using MatterHackers.PolygonMesh;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace MatterHackers.MatterControl.PartPreviewWindow.View3D
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{
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public abstract class MeshWrapperObject3D : Object3D
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{
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public MeshWrapperObject3D()
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{
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}
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public override bool CanApply => true;
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public override bool CanRemove => true;
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public override void Apply(UndoBuffer undoBuffer)
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{
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var meshWrappers = this.Descendants().Where(o => o.OwnerID == this.ID).ToList();
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// remove all the meshWrappers (collapse the children)
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foreach (var meshWrapper in meshWrappers)
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{
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if (meshWrapper.Visible)
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{
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// clear the children
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meshWrapper.Children.Modify(list =>
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{
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list.Clear();
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});
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meshWrapper.OwnerID = null;
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}
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else
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{
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// remove it
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meshWrapper.Parent.Children.Remove(meshWrapper);
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}
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}
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base.Apply(undoBuffer);
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}
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public IEnumerable<(IObject3D original, IObject3D meshCopy)> WrappedObjects()
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{
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return this.Descendants()
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.Where((obj) => obj.OwnerID == this.ID)
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.Select((mw) => (mw.Children.First(), mw));
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}
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public override void Remove(UndoBuffer undoBuffer)
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{
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SuspendRebuild();
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// remove all the mesh wrappers that we own
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var meshWrappers = this.Descendants().Where(o => o.OwnerID == this.ID).ToList();
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foreach (var meshWrapper in meshWrappers)
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{
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meshWrapper.Remove(null);
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}
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foreach (var child in Children)
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{
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child.OutputType = PrintOutputTypes.Default;
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}
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// collapse our children into our parent
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base.Remove(null);
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ResumeRebuild();
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Invalidate(new InvalidateArgs(this, InvalidateType.Content));
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}
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public void ResetMeshWrapperMeshes(Object3DPropertyFlags flags, CancellationToken cancellationToken)
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{
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SuspendRebuild();
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this.DebugDepth("Reset MWM");
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// Remove evrything above the objects that have the meshes we are wrapping that are mesh wrappers
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var wrappers = this.Descendants().Where(o => o.OwnerID == this.ID).ToList();
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foreach (var wrapper in wrappers)
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{
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wrapper.SuspendRebuild();
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var remove = wrapper.Parent;
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while (remove is MeshWrapper)
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{
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var hold = remove;
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remove.Remove(null);
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remove = hold.Parent;
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}
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wrapper.ResumeRebuild();
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}
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// if there are not already, wrap all meshes with our id (some inner object may have changed it's meshes)
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AddMeshWrapperToAllChildren();
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this.Mesh = null;
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var participants = this.Descendants().Where(o => o.OwnerID == this.ID).ToList();
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foreach (var item in participants)
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{
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var firstChild = item.Children.First();
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item.SuspendRebuild();
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// set the mesh back to a copy of the child mesh
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item.Mesh = Mesh.Copy(firstChild.Mesh, cancellationToken);
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// and reset the properties
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item.CopyProperties(firstChild, flags & (~Object3DPropertyFlags.Matrix));
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item.ResumeRebuild();
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}
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ResumeRebuild();
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}
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public void WrapSelectedItemAndSelect(InteractiveScene scene)
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{
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SuspendRebuild();
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var selectedItems = scene.GetSelectedItems();
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if (selectedItems.Count > 0)
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{
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// cleare the selected item
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scene.SelectedItem = null;
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var clonedItemsToAdd = new List<IObject3D>(selectedItems.Select((i) => i.Clone()));
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Children.Modify((list) =>
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{
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list.Clear();
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foreach (var child in clonedItemsToAdd)
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{
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list.Add(child);
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}
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});
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AddMeshWrapperToAllChildren();
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scene.UndoBuffer.AddAndDo(
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new ReplaceCommand(
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new List<IObject3D>(selectedItems),
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new List<IObject3D> { this }));
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this.MakeNameNonColliding();
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// and select this
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scene.SelectedItem = this;
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}
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ResumeRebuild();
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Rebuild(null);
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}
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private void AddMeshWrapperToAllChildren()
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{
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// Wrap every first descendant that has a mesh
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foreach (var child in this.VisibleMeshes().ToList())
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{
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// have to check that NO child of the visible mesh has us as the parent id
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if (!child.DescendantsAndSelf().Where((c) => c.OwnerID == this.ID).Any())
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{
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// wrap the child
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child.Parent.Children.Modify((list) =>
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{
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list.Remove(child);
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list.Add(new MeshWrapper(child, this.ID));
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});
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}
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}
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}
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}
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} |