125 lines
No EOL
4.6 KiB
C#
125 lines
No EOL
4.6 KiB
C#
/*
|
|
Copyright (c) 2018, Lars Brubaker, John Lewin
|
|
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.
|
|
*/
|
|
|
|
/*********************************************************************/
|
|
/**************************** OBSOLETE! ******************************/
|
|
/************************ USE NEWER VERSION **************************/
|
|
/*********************************************************************/
|
|
|
|
using MatterHackers.DataConverters3D;
|
|
using MatterHackers.Localizations;
|
|
using MatterHackers.MatterControl.DesignTools.Operations;
|
|
using MatterHackers.PolygonMesh;
|
|
using MatterHackers.VectorMath;
|
|
using System;
|
|
using System.ComponentModel;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
|
|
namespace MatterHackers.MatterControl.DesignTools
|
|
{
|
|
[Obsolete("Use PinchObject3D_2 instead", false)]
|
|
public class PinchObject3D_2 : OperationSourceContainerObject3D
|
|
{
|
|
public PinchObject3D_2()
|
|
{
|
|
Name = "Pinch".Localize();
|
|
}
|
|
|
|
[DisplayName("Back Ratio")]
|
|
[Description("Describes the ratio that the back of the part will be pinched 0.0 to 1.0")]
|
|
[DescriptionImage("https://lh3.googleusercontent.com/CAi26qYHHdneoU0yhaY2bdVU4RJP7PDCjEUrC3i-smstyvm2FC_dteHU16eYyEyK9krCyK3C2TkSpE5YDcAkHBwq40ddaLBQ13yVdQCB")]
|
|
public double PinchRatio { get; set; } = .5;
|
|
|
|
public override Task Rebuild()
|
|
{
|
|
this.DebugDepth("Rebuild");
|
|
|
|
var rebuildLocks = this.RebuilLockAll();
|
|
|
|
return ApplicationController.Instance.Tasks.Execute(
|
|
"Pinch".Localize(),
|
|
null,
|
|
(reporter, cancellationToken) =>
|
|
{
|
|
SourceContainer.Visible = true;
|
|
RemoveAllButSource();
|
|
|
|
// remember the current matrix then clear it so the parts will rotate at the original wrapped position
|
|
var currentMatrix = Matrix;
|
|
Matrix = Matrix4X4.Identity;
|
|
|
|
var aabb = SourceContainer.GetAxisAlignedBoundingBox();
|
|
|
|
foreach (var sourceItem in SourceContainer.VisibleMeshes())
|
|
{
|
|
var originalMesh = sourceItem.Mesh;
|
|
var transformedMesh = originalMesh.Copy(CancellationToken.None);
|
|
var itemMatrix = sourceItem.WorldMatrix(SourceContainer);
|
|
var invItemMatrix = itemMatrix.Inverted;
|
|
|
|
for (int i = 0; i < originalMesh.Vertices.Count; i++)
|
|
{
|
|
var pos = originalMesh.Vertices[i];
|
|
pos = pos.Transform(itemMatrix);
|
|
|
|
var ratioToApply = PinchRatio;
|
|
|
|
var distFromCenter = pos.X - aabb.Center.X;
|
|
var distanceToPinch = distFromCenter * (1 - PinchRatio);
|
|
var delta = (aabb.Center.X + distFromCenter * ratioToApply) - pos.X;
|
|
|
|
// find out how much to pinch based on y position
|
|
var amountOfRatio = (pos.Y - aabb.MinXYZ.Y) / aabb.YSize;
|
|
|
|
var newPos = new Vector3Float(pos.X + delta * amountOfRatio, pos.Y, pos.Z);
|
|
|
|
transformedMesh.Vertices[i] = newPos.Transform(invItemMatrix);
|
|
}
|
|
|
|
transformedMesh.CalculateNormals();
|
|
|
|
var newMesh = new Object3D()
|
|
{
|
|
Mesh = transformedMesh
|
|
};
|
|
newMesh.CopyWorldProperties(sourceItem, this, Object3DPropertyFlags.All, false);
|
|
this.Children.Add(newMesh);
|
|
}
|
|
|
|
// set the matrix back
|
|
Matrix = currentMatrix;
|
|
SourceContainer.Visible = false;
|
|
rebuildLocks.Dispose();
|
|
Invalidate(InvalidateType.Children);
|
|
return Task.CompletedTask;
|
|
});
|
|
}
|
|
}
|
|
} |