mattercontrol/DesignTools/Operations/Path/SmoothPathObject3D.cs
LarsBrubaker f1624cf2a3 Reducing number of layouts
Putting in more code to track layouts

// changes to reload all with settings up
// start (Layout Calls)
19182

// making more code do LayoutLock()
19016
19014
17988
// LayoutEngineSimpleAlign line 202
// only layout parent and child once
17911
17195
2018-06-24 08:54:44 -07:00

159 lines
No EOL
4.9 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 System.Collections.Generic;
using ClipperLib;
using MatterHackers.Agg.UI;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.DesignTools.Operations
{
using MatterHackers.Agg.VertexSource;
using MatterHackers.DataConverters2D;
using Newtonsoft.Json;
using System;
using System.Linq;
using Polygon = List<IntPoint>;
using Polygons = List<List<IntPoint>>;
public class SmoothPathObject3D : Object3D, IPathObject, IEditorDraw
{
public IVertexSource VertexSource { get; set; } = new VertexStorage();
public SmoothPathObject3D()
{
Name = "Smooth Path".Localize();
}
public double SmoothDistance { get; set; } = .3;
public int Iterations { get; set; } = 3;
public override bool CanRemove => true;
public override void OnInvalidate(InvalidateArgs invalidateType)
{
if ((invalidateType.InvalidateType == InvalidateType.Content
|| invalidateType.InvalidateType == InvalidateType.Matrix
|| invalidateType.InvalidateType == InvalidateType.Path)
&& 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())
{
DoSmoothing((long)(SmoothDistance * 1000), Iterations);
}
Invalidate(new InvalidateArgs(this, InvalidateType.Path));
}
private void DoSmoothing(long maxDist, int interations)
{
bool closedPath = true;
var path = this.Children.OfType<IPathObject>().FirstOrDefault();
if(path == null)
{
return;
}
var sourceVertices = path.VertexSource;
var inputPolygons = sourceVertices.CreatePolygons();
Polygons outputPolygons = new Polygons();
foreach (Polygon inputPolygon in inputPolygons)
{
int numVerts = inputPolygon.Count;
long maxDistSquared = maxDist * maxDist;
var smoothedPositions = new Polygon(numVerts);
foreach (IntPoint inputPosition in inputPolygon)
{
smoothedPositions.Add(inputPosition);
}
for (int iteration = 0; iteration < interations; iteration++)
{
var positionsThisPass = new Polygon(numVerts);
foreach (IntPoint inputPosition in smoothedPositions)
{
positionsThisPass.Add(inputPosition);
}
int startIndex = closedPath ? 0 : 1;
int endIndex = closedPath ? numVerts : numVerts - 1;
for (int i = startIndex; i < endIndex; i++)
{
// wrap back to the previous index
IntPoint prev = positionsThisPass[(i + numVerts - 1) % numVerts];
IntPoint cur = positionsThisPass[i];
IntPoint next = positionsThisPass[(i + 1) % numVerts];
IntPoint newPos = (prev + cur + next) / 3;
IntPoint delta = newPos - inputPolygon[i];
if (delta.LengthSquared() > maxDistSquared)
{
delta = delta.GetLength(maxDist);
newPos = inputPolygon[i] + delta;
}
smoothedPositions[i] = newPos;
}
}
outputPolygons.Add(smoothedPositions);
outputPolygons = ClipperLib.Clipper.CleanPolygons(outputPolygons, Math.Max(maxDist/10, 1.415));
}
VertexSource = outputPolygons.CreateVertexStorage();
}
public void DrawEditor(object sender, DrawEventArgs e)
{
ImageToPathObject3D.DrawPath(this);
}
}
}