136 lines
No EOL
4.3 KiB
C#
136 lines
No EOL
4.3 KiB
C#
/*
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Copyright (c) 2019, 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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using MatterHackers.PolygonMesh.Processors;
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using MatterHackers.RayTracer;
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using MatterHackers.RayTracer.Traceable;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.PartPreviewWindow
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{
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public class ItemTraceDataDrawable : IDrawableItem
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{
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private InteractiveScene scene;
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public ItemTraceDataDrawable(ISceneContext sceneContext)
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{
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this.scene = sceneContext.Scene;
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}
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public bool Enabled { get; set; } = false;
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public string Title { get; } = "Item TraceData Render";
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public string Description { get; } = "Render TraceData for the selected item";
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public DrawStage DrawStage { get; } = DrawStage.Last;
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public void Draw(GuiWidget sender, IObject3D item, bool isSelected, DrawEventArgs e, Matrix4X4 itemMaxtrix, WorldView world)
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{
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if (isSelected)
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{
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var center = item.GetAxisAlignedBoundingBox().Center;
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var traceData = item.GetBVHData();
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var xy = traceData.Contains(center);
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var items = traceData.FilterX(p =>
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{
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var worldToAxis = Matrix4X4.Invert(p.WorldMatrix);
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var localPoint = Vector3Ex.Transform(center, worldToAxis);
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return p.BvhItem.GetAxisAlignedBoundingBox().Contains(localPoint);
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}).ToArray();
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if (items.Any())
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{
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int i = 0;
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foreach (var (BvhItem, Matrix) in items)
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{
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Object3DControlsLayer.RenderBounds(e, world, Matrix, BvhItem, i++);
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}
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}
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}
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}
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}
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public class BvhItemView
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{
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public IBvhItem BvhItem { get; }
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public Matrix4X4 WorldMatrix { get; }
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public BvhItemView(IBvhItem item, Matrix4X4 matrix)
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{
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this.BvhItem = item;
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this.WorldMatrix = matrix;
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}
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}
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public static class PrimitivesExtensions
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{
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public static IEnumerable<(IBvhItem BvhItem, Matrix4X4 Matrix)> FilterX(this ITraceable source, Predicate<BvhItemView> filter)
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{
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var items = new Stack<(IBvhItem BvhItem, Matrix4X4 Matrix)>();
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items.Push((source, Matrix4X4.Identity));
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while (items.Count > 0)
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{
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var context = items.Pop();
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// If the node passes the predicate, yield it and push its children to the stack for processing
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if (filter.Invoke(new BvhItemView(context.BvhItem, context.Matrix)))
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{
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switch (context.BvhItem)
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{
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case Transform transform:
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items.Push((transform.Child, transform.AxisToWorld * context.Matrix));
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break;
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case UnboundCollection unboundCollection:
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foreach (var item in unboundCollection.Items)
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{
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items.Push((item, context.Matrix));
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}
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break;
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}
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}
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//Console.WriteLine("Yield: {0}/{1}", context.GetType().Name, string.Join(",", worldMatrix.GetAsDoubleArray()));
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yield return (context.BvhItem, context.Matrix);
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}
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}
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}
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} |