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
159 lines
No EOL
5.6 KiB
C#
159 lines
No EOL
5.6 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;
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using MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using MatterHackers.PolygonMesh;
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using System;
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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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using System.Threading.Tasks;
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namespace MatterHackers.MatterControl.PartPreviewWindow.View3D
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{
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public class SubtractObject3D : MeshWrapperObject3D
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{
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public SubtractObject3D()
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{
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Name = "Subtract";
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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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&& !RebuildSuspended)
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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 override void Rebuild(UndoBuffer undoBuffer)
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{
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this.DebugDepth("Rebuild");
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SuspendRebuild();
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ResetMeshWrapperMeshes(Object3DPropertyFlags.All & (~Object3DPropertyFlags.OutputType), CancellationToken.None);
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// spin up a task to remove holes from the objects in the group
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ApplicationController.Instance.Tasks.Execute(
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"Subtract".Localize(),
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(reporter, cancellationToken) =>
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{
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var progressStatus = new ProgressStatus();
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reporter.Report(progressStatus);
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var removeObjects = this.Children
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.Where((i) => i.WorldOutputType(this) == PrintOutputTypes.Hole)
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.SelectMany((h) => h.DescendantsAndSelf())
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.Where((c) => c.OwnerID == this.ID).ToList();
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var keepObjects = this.Children
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.Where((i) => i.WorldOutputType(this) != PrintOutputTypes.Hole)
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.SelectMany((h) => h.DescendantsAndSelf())
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.Where((c) => c.OwnerID == this.ID).ToList();
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Subtract(keepObjects, removeObjects, cancellationToken, reporter);
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ResumeRebuild();
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UiThread.RunOnIdle(() => base.Invalidate(new InvalidateArgs(this, InvalidateType.Mesh)));
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return Task.CompletedTask;
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});
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base.Rebuild(null);
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}
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public static void Subtract(List<IObject3D> keepObjects, List<IObject3D> removeObjects)
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{
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Subtract(keepObjects, removeObjects, CancellationToken.None, null);
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}
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public static void Subtract(List<IObject3D> keepObjects, List<IObject3D> removeObjects, CancellationToken cancellationToken, IProgress<ProgressStatus> reporter)
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{
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if (removeObjects.Any()
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&& keepObjects.Any())
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{
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var totalOperations = removeObjects.Count * keepObjects.Count;
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double amountPerOperation = 1.0 / totalOperations;
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double percentCompleted = 0;
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ProgressStatus progressStatus = new ProgressStatus();
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foreach (var remove in removeObjects)
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{
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foreach (var keep in keepObjects)
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{
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progressStatus.Status = "Copy Remove";
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reporter?.Report(progressStatus);
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var transformedRemove = Mesh.Copy(remove.Mesh, cancellationToken);
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transformedRemove.Transform(remove.WorldMatrix());
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progressStatus.Status = "Copy Keep";
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reporter?.Report(progressStatus);
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var transformedKeep = Mesh.Copy(keep.Mesh, cancellationToken);
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transformedKeep.Transform(keep.WorldMatrix());
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progressStatus.Status = "Do CSG";
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reporter?.Report(progressStatus);
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transformedKeep = PolygonMesh.Csg.CsgOperations.Subtract(transformedKeep, transformedRemove, (status, progress0To1) =>
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{
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// Abort if flagged
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cancellationToken.ThrowIfCancellationRequested();
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progressStatus.Status = status;
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progressStatus.Progress0To1 = percentCompleted + amountPerOperation * progress0To1;
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reporter?.Report(progressStatus);
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}, cancellationToken);
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var inverse = keep.WorldMatrix();
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inverse.Invert();
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transformedKeep.Transform(inverse);
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keep.Mesh = transformedKeep;
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// TODO: make this the subtract object when it is available
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keep.Invalidate(new InvalidateArgs(keep, InvalidateType.Content));
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percentCompleted += amountPerOperation;
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progressStatus.Progress0To1 = percentCompleted;
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reporter?.Report(progressStatus);
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}
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remove.Visible = false;
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}
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}
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}
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}
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} |