Made the trace data build faster. Made ungroup understand mesh collections better Made the slice settings layer index be an enum so it is clearer what is being accessed Put menu items into separate files
305 lines
13 KiB
C#
305 lines
13 KiB
C#
/*
|
|
Copyright (c) 2014, 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.IO;
|
|
using System.Diagnostics;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.ComponentModel;
|
|
|
|
using ClipperLib;
|
|
|
|
using MatterHackers.Agg;
|
|
using MatterHackers.Agg.VertexSource;
|
|
using MatterHackers.PolygonMesh;
|
|
using MatterHackers.RayTracer;
|
|
using MatterHackers.VectorMath;
|
|
using MatterHackers.MeshVisualizer;
|
|
|
|
namespace MatterHackers.MatterControl
|
|
{
|
|
using Polygon = List<IntPoint>;
|
|
using Polygons = List<List<IntPoint>>;
|
|
|
|
public class PlatingMeshGroupData
|
|
{
|
|
public Vector3 currentScale = new Vector3(1,1,1);
|
|
public double xSpacing;
|
|
public List<IRayTraceable> meshTraceableData = new List<IRayTraceable>();
|
|
}
|
|
|
|
public static class PlatingHelper
|
|
{
|
|
public static PathStorage PolygonToPathStorage(Polygon polygon)
|
|
{
|
|
PathStorage output = new PathStorage();
|
|
|
|
bool first = true;
|
|
foreach (IntPoint point in polygon)
|
|
{
|
|
if (first)
|
|
{
|
|
output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandMoveTo);
|
|
first = false;
|
|
}
|
|
else
|
|
{
|
|
output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandLineTo);
|
|
}
|
|
}
|
|
|
|
output.ClosePolygon();
|
|
|
|
output.Add(0, 0, ShapePath.FlagsAndCommand.CommandStop);
|
|
|
|
return output;
|
|
}
|
|
|
|
public static PathStorage PolygonToPathStorage(Polygons polygons)
|
|
{
|
|
PathStorage output = new PathStorage();
|
|
|
|
foreach (Polygon polygon in polygons)
|
|
{
|
|
bool first = true;
|
|
foreach (IntPoint point in polygon)
|
|
{
|
|
if (first)
|
|
{
|
|
output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandMoveTo);
|
|
first = false;
|
|
}
|
|
else
|
|
{
|
|
output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandLineTo);
|
|
}
|
|
}
|
|
|
|
output.ClosePolygon();
|
|
}
|
|
output.Add(0, 0, ShapePath.FlagsAndCommand.CommandStop);
|
|
|
|
return output;
|
|
}
|
|
|
|
public static void PlaceMeshGroupOnBed(List<MeshGroup> meshesGroupList, List<ScaleRotateTranslate> meshTransforms, int index)
|
|
{
|
|
AxisAlignedBoundingBox bounds = meshesGroupList[index].GetAxisAlignedBoundingBox(meshTransforms[index].TotalTransform);
|
|
Vector3 boundsCenter = (bounds.maxXYZ + bounds.minXYZ) / 2;
|
|
|
|
ScaleRotateTranslate moved = meshTransforms[index];
|
|
moved.translation *= Matrix4X4.CreateTranslation(new Vector3(0, 0, -boundsCenter.z + bounds.ZSize / 2));
|
|
meshTransforms[index] = moved;
|
|
}
|
|
|
|
public static void CenterMeshesXY(List<Mesh> meshesList, List<ScaleRotateTranslate> meshTransforms)
|
|
{
|
|
bool first = true;
|
|
AxisAlignedBoundingBox totalBounds = new AxisAlignedBoundingBox(new Vector3(), new Vector3());
|
|
for(int index= 0; index<meshesList.Count; index++)
|
|
{
|
|
if(first)
|
|
{
|
|
totalBounds = meshesList[index].GetAxisAlignedBoundingBox(meshTransforms[index].TotalTransform);
|
|
first = false;
|
|
}
|
|
else
|
|
{
|
|
AxisAlignedBoundingBox bounds = meshesList[index].GetAxisAlignedBoundingBox(meshTransforms[index].TotalTransform);
|
|
totalBounds = AxisAlignedBoundingBox.Union(totalBounds, bounds);
|
|
}
|
|
}
|
|
|
|
Vector3 boundsCenter = (totalBounds.maxXYZ + totalBounds.minXYZ) / 2;
|
|
boundsCenter.z = 0;
|
|
|
|
for (int index = 0; index < meshesList.Count; index++)
|
|
{
|
|
ScaleRotateTranslate moved = meshTransforms[index];
|
|
moved.translation *= Matrix4X4.CreateTranslation(-boundsCenter);
|
|
meshTransforms[index] = moved;
|
|
}
|
|
}
|
|
|
|
public static void FindPositionForGroupAndAddToPlate(MeshGroup meshGroupToAdd, ScaleRotateTranslate meshTransform, List<PlatingMeshGroupData> perMeshInfo, List<MeshGroup> meshesGroupsToAvoid, List<ScaleRotateTranslate> meshTransforms)
|
|
{
|
|
if (meshGroupToAdd == null || meshGroupToAdd.Meshes.Count < 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
meshesGroupsToAvoid.Add(meshGroupToAdd);
|
|
|
|
PlatingMeshGroupData newMeshInfo = new PlatingMeshGroupData();
|
|
perMeshInfo.Add(newMeshInfo);
|
|
meshTransform.SetCenteringForMeshGroup(meshGroupToAdd);
|
|
meshTransforms.Add(meshTransform);
|
|
|
|
int meshGroupIndex = meshesGroupsToAvoid.Count-1;
|
|
MoveMeshGroupToOpenPosition(meshGroupIndex, perMeshInfo, meshesGroupsToAvoid, meshTransforms);
|
|
|
|
PlaceMeshGroupOnBed(meshesGroupsToAvoid, meshTransforms, meshGroupIndex);
|
|
}
|
|
|
|
public static void MoveMeshGroupToOpenPosition(int meshGroupToMoveIndex, List<PlatingMeshGroupData> perMeshInfo, List<MeshGroup> allMeshGroups, List<ScaleRotateTranslate> meshTransforms)
|
|
{
|
|
MeshGroup meshGroupToMove = allMeshGroups[meshGroupToMoveIndex];
|
|
// find a place to put it that doesn't hit anything
|
|
AxisAlignedBoundingBox meshToMoveBounds = meshGroupToMove.GetAxisAlignedBoundingBox(meshTransforms[meshGroupToMoveIndex].TotalTransform);
|
|
// add in a few mm so that it will not be touching
|
|
meshToMoveBounds.minXYZ -= new Vector3(2, 2, 0);
|
|
meshToMoveBounds.maxXYZ += new Vector3(2, 2, 0);
|
|
double ringDist = Math.Min(meshToMoveBounds.XSize, meshToMoveBounds.YSize);
|
|
double currentDist = 0;
|
|
double angle = 0;
|
|
double angleIncrement = MathHelper.Tau / 64;
|
|
Matrix4X4 transform;
|
|
while (true)
|
|
{
|
|
Matrix4X4 positionTransform = Matrix4X4.CreateTranslation(currentDist, 0, 0);
|
|
positionTransform *= Matrix4X4.CreateRotationZ(angle);
|
|
Vector3 newPosition = Vector3.Transform(Vector3.Zero, positionTransform);
|
|
transform = Matrix4X4.CreateTranslation(newPosition);
|
|
AxisAlignedBoundingBox testBounds = meshToMoveBounds.NewTransformed(transform);
|
|
bool foundHit = false;
|
|
for(int i=0; i<allMeshGroups.Count; i++)
|
|
{
|
|
MeshGroup meshToTest = allMeshGroups[i];
|
|
if (meshToTest != meshGroupToMove)
|
|
{
|
|
AxisAlignedBoundingBox existingMeshBounds = meshToTest.GetAxisAlignedBoundingBox(meshTransforms[i].TotalTransform);
|
|
AxisAlignedBoundingBox intersection = AxisAlignedBoundingBox.Intersection(testBounds, existingMeshBounds);
|
|
if (intersection.XSize > 0 && intersection.YSize > 0)
|
|
{
|
|
foundHit = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!foundHit)
|
|
{
|
|
break;
|
|
}
|
|
|
|
angle += angleIncrement;
|
|
if (angle >= MathHelper.Tau)
|
|
{
|
|
angle = 0;
|
|
currentDist += ringDist;
|
|
}
|
|
}
|
|
|
|
ScaleRotateTranslate moved = meshTransforms[meshGroupToMoveIndex];
|
|
moved.translation *= transform;
|
|
meshTransforms[meshGroupToMoveIndex] = moved;
|
|
}
|
|
|
|
public static void CreateITraceableForMeshGroup(List<PlatingMeshGroupData> perMeshGroupInfo, List<MeshGroup> meshGroups, int meshGroupIndex, ReportProgressRatio reportProgress)
|
|
{
|
|
if (meshGroups != null)
|
|
{
|
|
MeshGroup meshGroup = meshGroups[meshGroupIndex];
|
|
perMeshGroupInfo[meshGroupIndex].meshTraceableData.Clear();
|
|
int totalActionCount = 0;
|
|
foreach(Mesh mesh in meshGroup.Meshes)
|
|
{
|
|
totalActionCount += mesh.Faces.Count;
|
|
}
|
|
int currentAction = 0;
|
|
bool needUpdateTitle = true;
|
|
for(int i=0; i<meshGroup.Meshes.Count; i++)
|
|
{
|
|
Mesh mesh = meshGroup.Meshes[i];
|
|
List<IRayTraceable> allPolys = AddTraceDataForMesh(mesh, totalActionCount, ref currentAction, ref needUpdateTitle, reportProgress);
|
|
|
|
needUpdateTitle = true;
|
|
if (reportProgress != null)
|
|
{
|
|
bool continueProcessing;
|
|
reportProgress(currentAction / (double)totalActionCount, "Creating Trace Group", out continueProcessing);
|
|
}
|
|
|
|
// put all the polys into an unbound collection so the work is done quickely
|
|
IRayTraceable traceData = BoundingVolumeHierarchy.CreateNewHierachy(allPolys, 1);
|
|
//IRayTraceable traceData = new UnboundCollection(allPolys, UnboundCollection.OptomizeOption.OptomizeOnUse);
|
|
perMeshGroupInfo[meshGroupIndex].meshTraceableData.Add(traceData);
|
|
}
|
|
}
|
|
}
|
|
|
|
public static IRayTraceable CreateTraceDataForMesh(Mesh mesh)
|
|
{
|
|
int unusedInt = 0;
|
|
bool unusedBool = false;
|
|
List<IRayTraceable> allPolys = AddTraceDataForMesh(mesh, 0, ref unusedInt, ref unusedBool, null);
|
|
return BoundingVolumeHierarchy.CreateNewHierachy(allPolys);
|
|
}
|
|
|
|
private static List<IRayTraceable> AddTraceDataForMesh(Mesh mesh, int totalActionCount, ref int currentAction, ref bool needToUpdateProgressReport, ReportProgressRatio reportProgress)
|
|
{
|
|
bool continueProcessing;
|
|
|
|
List<IRayTraceable> allPolys = new List<IRayTraceable>();
|
|
List<Vector3> positions = new List<Vector3>();
|
|
|
|
foreach (Face face in mesh.Faces)
|
|
{
|
|
positions.Clear();
|
|
foreach (Vertex vertex in face.Vertices())
|
|
{
|
|
positions.Add(vertex.Position);
|
|
}
|
|
|
|
// We should use the teselator for this if it is greater than 3.
|
|
Vector3 next = positions[1];
|
|
for (int positionIndex = 2; positionIndex < positions.Count; positionIndex++)
|
|
{
|
|
TriangleShape triangel = new TriangleShape(positions[0], next, positions[positionIndex], null);
|
|
allPolys.Add(triangel);
|
|
next = positions[positionIndex];
|
|
}
|
|
|
|
if (reportProgress != null)
|
|
{
|
|
if ((currentAction % 256) == 0 || needToUpdateProgressReport)
|
|
{
|
|
reportProgress(currentAction / (double)totalActionCount, "Creating Trace Polygons", out continueProcessing);
|
|
needToUpdateProgressReport = false;
|
|
}
|
|
currentAction++;
|
|
}
|
|
}
|
|
|
|
return allPolys;
|
|
}
|
|
}
|
|
}
|