221 lines
6.7 KiB
C#
221 lines
6.7 KiB
C#
/*
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Copyright (c) 2017, Kevin Pope, 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 System.Threading.Tasks;
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using MatterHackers.DataConverters3D;
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using MatterHackers.MatterControl.DesignTools.Operations;
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using MatterHackers.MatterControl.PartPreviewWindow;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.Library
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{
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public class InsertionGroupObject3D : Object3D
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{
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public event EventHandler ContentLoaded;
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internal static Mesh placeHolderMesh;
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private InteractiveScene scene;
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private View3DWidget view3DWidget;
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public Task LoadingItemsTask { get; }
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static InsertionGroupObject3D()
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{
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// Create the placeholder mesh and position it at z0
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placeHolderMesh = PlatonicSolids.CreateCube(20, 20, 20);
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placeHolderMesh.Translate(new Vector3(0, 0, 10));
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}
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// TODO: Figure out how best to collapse the InsertionGroup after the load task completes
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public InsertionGroupObject3D(IEnumerable<ILibraryItem> items, View3DWidget view3DWidget, InteractiveScene scene, Vector2 bedCenter, Func<bool> dragOperationActive, bool trackSourceFiles = false)
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{
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if(items == null)
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{
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return;
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}
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// Add a temporary placeholder to give us some bounds
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this.scene = scene;
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this.view3DWidget = view3DWidget;
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this.LoadingItemsTask = Task.Run((Func<Task>)(async () =>
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{
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var newItemOffset = Vector2.Zero;
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if (dragOperationActive != null
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&& !dragOperationActive())
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{
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newItemOffset = bedCenter;
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}
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var offset = Matrix4X4.Identity;
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// Add the placeholder 'Loading...' object
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var placeholderItem = new Object3D()
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{
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Mesh = placeHolderMesh,
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Matrix = Matrix4X4.Identity,
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Parent = this
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};
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this.Children.Add(placeholderItem);
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// Filter to content file types only
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foreach (var item in items.Where(item => item.IsContentFileType()).ToList())
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{
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// Acquire
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var progressControl = new DragDropLoadProgress(view3DWidget, null);
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// Position at accumulating offset
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placeholderItem.Matrix *= Matrix4X4.CreateTranslation(newItemOffset.X, (double)newItemOffset.Y, 0);
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placeholderItem.Visible = true;
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progressControl.TrackingObject = placeholderItem;
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var loadedItem = await item.CreateContent(progressControl.ProgressReporter);
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if (loadedItem != null)
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{
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var aabb = loadedItem.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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// lets move the cube to the center of the loaded thing
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placeholderItem.Matrix *= Matrix4X4.CreateTranslation(-10 + aabb.XSize/2, 0, 0);
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placeholderItem.Visible = false;
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// Copy scale/rotation/translation from the source and Center
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loadedItem.Matrix = loadedItem.Matrix * Matrix4X4.CreateTranslation((double)-aabb.Center.X, (double)-aabb.Center.Y, (double)-aabb.minXYZ.Z) * placeholderItem.Matrix;
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// check if the item has 0 height (it is probably an image)
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if(loadedItem.ZSize() == 0)
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{
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// raise it up a bit so it is not z fighting with the bed
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loadedItem.Matrix *= Matrix4X4.CreateTranslation(0, 0, .1);
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}
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loadedItem.Color = loadedItem.Color;
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// Set mesh path if tracking requested
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if (trackSourceFiles
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&& item is FileSystemFileItem fileItem
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&& item.IsMeshFileType())
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{
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loadedItem.MeshPath = fileItem.Path;
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}
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// Notification should force invalidate and redraw
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//progressReporter?.Invoke(1, "");
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this.Children.Add(loadedItem);
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loadedItem.MakeNameNonColliding();
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// Wait for content to load
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// Adjust next item position
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// TODO: do something more interesting than increment in x
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newItemOffset.X = loadedItem.GetAxisAlignedBoundingBox(Matrix4X4.Identity).XSize/2 + 10;
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}
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progressControl.ProgressReporter(1.3, "");
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}
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this.Children.Remove(placeholderItem);
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this.ContentAcquired = true;
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ContentLoaded?.Invoke(this, null);
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if (dragOperationActive != null
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&& !dragOperationActive())
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{
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this.Collapse();
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}
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this.Invalidate(new InvalidateArgs(this, InvalidateType.Content));
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}));
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}
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/// <summary>
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/// Indicates if all content has been acquired or if pending operations are still active
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/// </summary>
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public bool ContentAcquired { get; set; } = false;
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/// <summary>
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/// Collapse the InsertionGroup into the scene
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/// </summary>
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public void Collapse()
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{
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// Drag operation has finished, we need to perform the collapse
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var loadedItems = this.Children;
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if(loadedItems.Count == 1)
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{
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var first = loadedItems.First();
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if (first.GetType() == typeof(Object3D)
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&& first.Mesh == null
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&& first.Children.Count == 1)
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{
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// collapse our first child into this
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this.Children.Modify(list =>
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{
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first.CollapseInto(list, false);
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});
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}
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}
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// Collapse our contents into the root of the scene
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// of the scene when it loses focus
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scene.Children.Modify(list =>
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{
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this.CollapseInto(list, false);
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});
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// Create and push the undo operation
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foreach (var item in loadedItems)
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{
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view3DWidget.AddUndoOperation(new InsertCommand(scene, item));
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}
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if (scene.SelectedItem == this
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&& loadedItems.Count > 0)
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{
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scene.ClearSelection();
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foreach (var item in loadedItems)
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{
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scene.AddToSelection(item);
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}
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}
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}
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}
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}
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