Reverted GetAxisAlignedBoundingBox in mesh wrapper Have less initialization in FitToBounds
259 lines
No EOL
7.6 KiB
C#
259 lines
No EOL
7.6 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.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 MatterHackers.VectorMath;
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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 CanFlatten => true;
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public override void Flatten(UndoBuffer undoBuffer)
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{
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var ownedMeshWrappers = this.Descendants().Where(o => o.OwnerID == this.ID).ToList();
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var newMeshObjects = new List<IObject3D>();
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// remove all the meshWrappers (collapse the children)
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foreach (var ownedMeshWrapper in ownedMeshWrappers)
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{
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var wrapperParent = ownedMeshWrapper.Parent;
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if (ownedMeshWrapper.Visible)
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{
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var newMesh = new Object3D()
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{
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Mesh = ownedMeshWrapper.Mesh.Copy(CancellationToken.None)
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};
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newMesh.CopyProperties(ownedMeshWrapper, Object3DPropertyFlags.All);
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var matrix = ownedMeshWrapper.WorldMatrix(this);
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newMesh.Mesh.Transform(matrix);
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newMesh.Matrix = Matrix4X4.Identity;
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newMesh.Name = this.Name;
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newMeshObjects.Add(newMesh);
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}
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// remove it
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wrapperParent.Children.Remove(ownedMeshWrapper);
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}
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this.Matrix = Matrix4X4.Identity;
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this.Children.Modify(children =>
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{
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children.Clear();
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children.AddRange(newMeshObjects);
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foreach(var child in children)
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{
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child.MakeNameNonColliding();
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}
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});
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base.Flatten(undoBuffer);
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}
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/// <summary>
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/// MeshWrapperObject3D overrides GetAabb so that it can only check the geometry that it has created
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/// </summary>
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/// <param name="matrix"></param>
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/// <returns></returns>
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public override AxisAlignedBoundingBox GetAxisAlignedBoundingBox(Matrix4X4 matrix)
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{
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AxisAlignedBoundingBox totalBounds = AxisAlignedBoundingBox.Empty();
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// This needs to be Descendants because we need to move past the first visible mesh to our owned objects
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foreach (var child in this.Descendants().Where(i => i.OwnerID == this.ID && i.Visible))
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{
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var childMesh = child.Mesh;
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if (childMesh != null)
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{
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// Add the bounds of each child object
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var childBounds = childMesh.GetAxisAlignedBoundingBox(child.WorldMatrix(this) * matrix);
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// Check if the child actually has any bounds
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if (childBounds.XSize > 0)
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{
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totalBounds += childBounds;
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}
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}
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}
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return totalBounds;
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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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using (RebuildLock())
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{
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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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}
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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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using (RebuildLock())
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{
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this.DebugDepth("Reset MWM");
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// Remove everything 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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using (wrapper.RebuildLock())
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{
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var remove = wrapper.Parent;
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while (remove is ModifiedMeshObject3D)
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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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}
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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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using (item.RebuildLock())
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{
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// set the mesh back to a copy of the child mesh
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item.Mesh = firstChild.Mesh.Copy(cancellationToken);
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// and reset the properties
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item.CopyProperties(firstChild, flags & (~Object3DPropertyFlags.Matrix));
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}
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}
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}
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}
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public void WrapSelectedItemAndSelect(InteractiveScene scene)
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{
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using (RebuildLock())
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{
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var selectedItems = scene.GetSelectedItems();
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if (selectedItems.Count > 0)
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{
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// clear the selected item
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scene.SelectedItem = null;
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WrapItems(selectedItems);
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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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// and select this
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scene.SelectedItem = this;
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}
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}
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Invalidate(new InvalidateArgs(this, InvalidateType.Properties, null));
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}
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public void WrapItems(List<IObject3D> items)
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{
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using (RebuildLock())
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{
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var clonedItemsToAdd = new List<IObject3D>(items.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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this.MakeNameNonColliding();
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}
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Invalidate(new InvalidateArgs(this, InvalidateType.Properties, 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((System.Action<List<IObject3D>>)((List<IObject3D> list) =>
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{
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list.Remove(child);
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list.Add((IObject3D)new ModifiedMeshObject3D(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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} |