mattercontrol/MatterControlLib/PartPreviewWindow/View3D/Actions/SubtractAndReplaceObject3D_2.cs

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11 KiB
C#

/*
Copyright (c) 2017, 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 System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using MatterHackers.Agg;
using MatterHackers.Agg.UI;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.PolygonMesh;
using MatterHackers.RenderOpenGl;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.PartPreviewWindow.View3D
{
[ShowUpdateButton]
public class SubtractAndReplaceObject3D_2 : OperationSourceContainerObject3D, ISelectableChildContainer, ISelectedEditorDraw, IPropertyGridModifier
{
public SubtractAndReplaceObject3D_2()
{
Name = "Subtract and Replace";
}
[HideFromEditor]
public SelectedChildren ComputedChildren { get; set; } = new SelectedChildren();
[DisplayName("Part(s) to Subtract and Replace")]
public SelectedChildren SelectedChildren { get; set; } = new SelectedChildren();
[EnumDisplay(Mode = EnumDisplayAttribute.PresentationMode.Buttons)]
public BooleanProcessing.ProcessingModes Processing { get; set; } = BooleanProcessing.ProcessingModes.Polygons;
[EnumDisplay(Mode = EnumDisplayAttribute.PresentationMode.Buttons)]
public BooleanProcessing.ProcessingResolution OutputResolution { get; set; } = BooleanProcessing.ProcessingResolution._64;
[EnumDisplay(Mode = EnumDisplayAttribute.PresentationMode.Buttons)]
public BooleanProcessing.IplicitSurfaceMethod MeshAnalysis { get; set; }
[EnumDisplay(Mode = EnumDisplayAttribute.PresentationMode.Buttons)]
public BooleanProcessing.ProcessingResolution InputResolution { get; set; } = BooleanProcessing.ProcessingResolution._64;
public void DrawEditor(Object3DControlsLayer layer, List<Object3DView> transparentMeshes, DrawEventArgs e)
{
var parentOfSourceItems = this.SourceContainer.DescendantsAndSelfMultipleChildrenFirstOrSelf();
var sourceItems = parentOfSourceItems.Children.ToList();
foreach (var paintItem in sourceItems)
{
var paintItemResults = this.Children.Where(i => i.OwnerID == paintItem.ID);
var wasSelected = ComputedChildren.Contains(paintItem.ID);
var currentlySelected = SelectedChildren.Contains(paintItem.ID);
if (currentlySelected)
{
// if this is selected always paint a transparent source
foreach (var item in paintItem.VisibleMeshes())
{
transparentMeshes.Add(new Object3DView(item, new Color(item.WorldColor(this.SourceContainer), 80)));
}
// if it was also selected in before (the results are right)
if (wasSelected)
{
// paint solid results
if (paintItemResults != null)
{
foreach (var paintItemResult in paintItemResults)
{
foreach (var item in paintItemResult.VisibleMeshes())
{
GLHelper.Render(item.Mesh,
item.WorldColor(),
item.WorldMatrix(),
RenderTypes.Outlines,
item.WorldMatrix() * layer.World.ModelviewMatrix);
}
}
}
}
}
else if (wasSelected)
{
// it is not selected now but was selected before (changed state)
// pant the solid source
foreach (var item in paintItem.VisibleMeshes())
{
GLHelper.Render(item.Mesh,
item.WorldColor(),
item.WorldMatrix(),
RenderTypes.Outlines,
item.WorldMatrix() * layer.World.ModelviewMatrix);
}
}
else // it is not selected now and was not before (same state)
{
// paint the results
if (paintItemResults != null && paintItemResults.Count() > 0)
{
foreach (var paintItemResult in paintItemResults)
{
foreach (var item in paintItemResult.VisibleMeshes())
{
GLHelper.Render(item.Mesh,
item.WorldColor(),
item.WorldMatrix(),
RenderTypes.Outlines,
item.WorldMatrix() * layer.World.ModelviewMatrix);
}
}
}
else // we don't have any results yet
{
foreach (var item in paintItem.VisibleMeshes())
{
GLHelper.Render(item.Mesh,
item.WorldColor(),
item.WorldMatrix(),
RenderTypes.Outlines,
item.WorldMatrix() * layer.World.ModelviewMatrix);
}
}
}
}
}
public override async void OnInvalidate(InvalidateArgs invalidateType)
{
if ((invalidateType.InvalidateType.HasFlag(InvalidateType.Children)
|| invalidateType.InvalidateType.HasFlag(InvalidateType.Matrix)
|| invalidateType.InvalidateType.HasFlag(InvalidateType.Mesh))
&& invalidateType.Source != this
&& !RebuildLocked)
{
await Rebuild();
}
else if (invalidateType.InvalidateType.HasFlag(InvalidateType.Properties)
&& invalidateType.Source == this)
{
await Rebuild();
}
else
{
base.OnInvalidate(invalidateType);
}
}
public override Task Rebuild()
{
var rebuildLocks = this.RebuilLockAll();
// spin up a task to calculate the paint
return ApplicationController.Instance.Tasks.Execute("Replacing".Localize(), null, (reporter, cancellationToken) =>
{
try
{
SubtractAndReplace(cancellationToken, reporter);
var newComputedChildren = new SelectedChildren();
foreach (var id in SelectedChildren)
{
newComputedChildren.Add(id);
}
ComputedChildren = newComputedChildren;
}
catch
{
}
UiThread.RunOnIdle(() =>
{
rebuildLocks.Dispose();
Parent?.Invalidate(new InvalidateArgs(this, InvalidateType.Children));
});
return Task.CompletedTask;
});
}
public void SubtractAndReplace()
{
SubtractAndReplace(CancellationToken.None, null);
}
private void SubtractAndReplace(CancellationToken cancellationToken, IProgress<ProgressStatus> reporter)
{
SourceContainer.Visible = true;
RemoveAllButSource();
var parentOfPaintTargets = SourceContainer.DescendantsAndSelfMultipleChildrenFirstOrSelf();
if (parentOfPaintTargets.Children.Count() < 2)
{
if (parentOfPaintTargets.Children.Count() == 1)
{
this.Children.Add(SourceContainer.Clone());
SourceContainer.Visible = false;
}
return;
}
SubtractObject3D_2.CleanUpSelectedChildrenNames(this);
var paintObjects = parentOfPaintTargets.Children
.Where((i) => SelectedChildren
.Contains(i.ID))
.SelectMany(c => c.VisibleMeshes())
.ToList();
var keepItems = parentOfPaintTargets.Children
.Where((i) => !SelectedChildren
.Contains(i.ID));
var keepVisibleItems = keepItems.SelectMany(c => c.VisibleMeshes()).ToList();
if (paintObjects.Any()
&& keepVisibleItems.Any())
{
var totalOperations = paintObjects.Count * keepVisibleItems.Count;
double amountPerOperation = 1.0 / totalOperations;
double percentCompleted = 0;
var progressStatus = new ProgressStatus
{
Status = "Do CSG"
};
foreach (var keep in keepVisibleItems)
{
var keepResultsMesh = keep.Mesh;
var keepWorldMatrix = keep.WorldMatrix(SourceContainer);
foreach (var paint in paintObjects)
{
if (cancellationToken.IsCancellationRequested)
{
SourceContainer.Visible = true;
RemoveAllButSource();
return;
}
Mesh paintMesh = BooleanProcessing.Do(keepResultsMesh,
keepWorldMatrix,
// paint data
paint.Mesh,
paint.WorldMatrix(SourceContainer),
// operation type
BooleanProcessing.CsgModes.Intersect,
Processing,
InputResolution,
OutputResolution,
// reporting data
reporter,
amountPerOperation,
percentCompleted,
progressStatus,
cancellationToken);
keepResultsMesh = BooleanProcessing.Do(keepResultsMesh,
keepWorldMatrix,
// point data
paint.Mesh,
paint.WorldMatrix(SourceContainer),
// operation type
BooleanProcessing.CsgModes.Subtract,
Processing,
InputResolution,
OutputResolution,
// reporting data
reporter,
amountPerOperation,
percentCompleted,
progressStatus,
cancellationToken);
// after the first time we get a result the results mesh is in the right coordinate space
keepWorldMatrix = Matrix4X4.Identity;
// store our intersection (paint) results mesh
var paintResultsItem = new Object3D()
{
Mesh = paintMesh,
Visible = false,
OwnerID = paint.ID
};
// copy all the properties but the matrix
paintResultsItem.CopyWorldProperties(paint, SourceContainer, Object3DPropertyFlags.All & (~(Object3DPropertyFlags.Matrix | Object3DPropertyFlags.Visible)));
// and add it to this
this.Children.Add(paintResultsItem);
// report our progress
percentCompleted += amountPerOperation;
progressStatus.Progress0To1 = percentCompleted;
reporter?.Report(progressStatus);
}
// store our results mesh
var keepResultsItem = new Object3D()
{
Mesh = keepResultsMesh,
Visible = false,
OwnerID = keep.ID
};
// copy all the properties but the matrix
keepResultsItem.CopyWorldProperties(keep, SourceContainer, Object3DPropertyFlags.All & (~(Object3DPropertyFlags.Matrix | Object3DPropertyFlags.Visible)));
// and add it to this
this.Children.Add(keepResultsItem);
}
foreach (var child in Children)
{
child.Visible = true;
}
SourceContainer.Visible = false;
}
}
public void UpdateControls(PublicPropertyChange change)
{
change.SetRowVisible(nameof(InputResolution), () => Processing != BooleanProcessing.ProcessingModes.Polygons);
change.SetRowVisible(nameof(OutputResolution), () => Processing != BooleanProcessing.ProcessingModes.Polygons);
change.SetRowVisible(nameof(MeshAnalysis), () => Processing != BooleanProcessing.ProcessingModes.Polygons);
change.SetRowVisible(nameof(InputResolution), () => Processing != BooleanProcessing.ProcessingModes.Polygons && MeshAnalysis == BooleanProcessing.IplicitSurfaceMethod.Grid);
}
}
}