mattercontrol/MatterControlLib/DesignTools/Operations/PinchObject3D.cs
LarsBrubaker 9b799df0e9 Get pinch to use new source pattern
Fixed a bug with multiple items in combine
2019-01-26 15:50:53 -08:00

225 lines
No EOL
7.1 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.
*/
using MatterHackers.Agg.UI;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.MatterControl.PartPreviewWindow.View3D;
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 : MeshWrapperObject3D
{
public PinchObject3D()
{
Name = "Pinch".Localize();
}
[DisplayName("Back Ratio")]
public double PinchRatio { get; set; } = .5;
public override void OnInvalidate(InvalidateArgs invalidateType)
{
if ((invalidateType.InvalidateType == InvalidateType.Content
|| invalidateType.InvalidateType == InvalidateType.Matrix
|| invalidateType.InvalidateType == InvalidateType.Mesh)
&& invalidateType.Source != this
&& !RebuildLocked)
{
Rebuild(null);
}
else if (invalidateType.InvalidateType == InvalidateType.Properties
&& invalidateType.Source == this)
{
Rebuild(null);
}
else
{
base.OnInvalidate(invalidateType);
}
}
private void Rebuild(UndoBuffer undoBuffer)
{
this.DebugDepth("Rebuild");
using (RebuildLock())
{
ResetMeshWrapperMeshes(Object3DPropertyFlags.All, CancellationToken.None);
// 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 = this.GetAxisAlignedBoundingBox();
foreach (var items in this.WrappedObjects())
{
var transformedMesh = items.meshCopy.Mesh;
var originalMesh = items.original.Mesh;
var itemMatrix = items.original.WorldMatrix(this);
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.MarkAsChanged();
transformedMesh.CalculateNormals();
}
// set the matrix back
Matrix = currentMatrix;
}
base.Invalidate(new InvalidateArgs(this, InvalidateType.Content));
}
}
public class PinchObject3D_2 : OperationSourceContainerObject3D
{
public PinchObject3D_2()
{
Name = "Pinch".Localize();
}
[DisplayName("Back Ratio")]
public double PinchRatio { get; set; } = .5;
public override async void OnInvalidate(InvalidateArgs invalidateType)
{
if ((invalidateType.InvalidateType == InvalidateType.Content
|| invalidateType.InvalidateType == InvalidateType.Matrix
|| invalidateType.InvalidateType == InvalidateType.Mesh)
&& invalidateType.Source != this
&& !RebuildLocked)
{
await Rebuild();
invalidateType = new InvalidateArgs(this, InvalidateType.Content, invalidateType.UndoBuffer);
}
else if (invalidateType.InvalidateType == InvalidateType.Properties
&& invalidateType.Source == this)
{
await Rebuild();
invalidateType = new InvalidateArgs(this, InvalidateType.Content, invalidateType.UndoBuffer);
}
base.OnInvalidate(invalidateType);
}
public override Task Rebuild()
{
this.DebugDepth("Rebuild");
var rebuildLocks = this.RebuilLockAll();
// spin up a task to remove holes from the objects in the group
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.MarkAsChanged();
transformedMesh.CalculateNormals();
var newMesh = new Object3D()
{
Mesh = transformedMesh
};
newMesh.CopyWorldProperties(sourceItem, this, Object3DPropertyFlags.All);
this.Children.Add(newMesh);
}
// set the matrix back
Matrix = currentMatrix;
SourceContainer.Visible = false;
rebuildLocks.Dispose();
return Task.CompletedTask;
});
}
}
}