207 lines
6.4 KiB
C#
207 lines
6.4 KiB
C#
/*
|
|
Copyright (c) 2022, Kevin Pope, John Lewin, Lars Brubaker
|
|
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.Linq;
|
|
using System.Threading.Tasks;
|
|
using MatterHackers.DataConverters3D;
|
|
using MatterHackers.MatterControl.DesignTools.Operations;
|
|
using MatterHackers.MatterControl.PartPreviewWindow;
|
|
using MatterHackers.PolygonMesh;
|
|
using MatterHackers.VectorMath;
|
|
|
|
namespace MatterHackers.MatterControl.Library
|
|
{
|
|
public class InsertionGroupObject3D : Object3D
|
|
{
|
|
internal static Mesh placeHolderMesh;
|
|
|
|
private View3DWidget view3DWidget;
|
|
|
|
private Action<IObject3D, IEnumerable<IObject3D>> layoutParts;
|
|
|
|
public Task LoadingItemsTask { get; }
|
|
|
|
static InsertionGroupObject3D()
|
|
{
|
|
// Create the placeholder mesh and position it at z0
|
|
placeHolderMesh = PlatonicSolids.CreateCube(20, 20, 20);
|
|
placeHolderMesh.Translate(new Vector3(0, 0, 10));
|
|
}
|
|
|
|
// TODO: Figure out how best to collapse the InsertionGroup after the load task completes
|
|
public InsertionGroupObject3D(IEnumerable<ILibraryItem> items,
|
|
View3DWidget view3DWidget,
|
|
InteractiveScene scene,
|
|
Vector2 newItemOffset,
|
|
Action<IObject3D, IEnumerable<IObject3D>> layoutParts,
|
|
bool trackSourceFiles = false,
|
|
bool addUndoCheckPoint = true)
|
|
{
|
|
if (items == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.layoutParts = layoutParts;
|
|
|
|
// Add a temporary placeholder to give us some bounds
|
|
this.view3DWidget = view3DWidget;
|
|
|
|
this.LoadingItemsTask = Task.Run(async () =>
|
|
{
|
|
var offset = Matrix4X4.Identity;
|
|
|
|
// Add the placeholder 'Loading...' object
|
|
var placeholderItem = new Object3D()
|
|
{
|
|
Mesh = placeHolderMesh,
|
|
Matrix = Matrix4X4.Identity,
|
|
Parent = this
|
|
};
|
|
|
|
this.Children.Add(placeholderItem);
|
|
|
|
var itemsToLoad = items.Where(item => item.IsContentFileType()).ToList();
|
|
// Filter to content file types only
|
|
foreach (var item in itemsToLoad)
|
|
{
|
|
// Acquire
|
|
var progressControl = new DragDropLoadProgress(view3DWidget, null, ApplicationController.Instance.Theme);
|
|
|
|
// Position at accumulating offset
|
|
placeholderItem.Matrix *= Matrix4X4.CreateTranslation(newItemOffset.X, (double)newItemOffset.Y, 0);
|
|
placeholderItem.Visible = true;
|
|
progressControl.TrackingObject = placeholderItem;
|
|
|
|
var loadedItem = await item.CreateContent(progressControl.ProgressReporter);
|
|
if (loadedItem != null)
|
|
{
|
|
var aabb = loadedItem.GetAxisAlignedBoundingBox();
|
|
|
|
// lets move the cube to the center of the loaded thing
|
|
placeholderItem.Matrix *= Matrix4X4.CreateTranslation(-10 + aabb.XSize / 2, 0, 0);
|
|
|
|
placeholderItem.Visible = false;
|
|
|
|
// Copy scale/rotation/translation from the source and Center
|
|
loadedItem.Matrix = loadedItem.Matrix * Matrix4X4.CreateTranslation((double)-aabb.Center.X, (double)-aabb.Center.Y, (double)-aabb.MinXYZ.Z) * placeholderItem.Matrix;
|
|
|
|
// check if the item has 0 height (it is probably an image)
|
|
if (loadedItem.ZSize() == 0)
|
|
{
|
|
// raise it up a bit so it is not z fighting with the bed
|
|
loadedItem.Matrix *= Matrix4X4.CreateTranslation(0, 0, .1);
|
|
}
|
|
|
|
loadedItem.Color = loadedItem.Color;
|
|
|
|
// Set mesh path if tracking requested
|
|
if (trackSourceFiles
|
|
&& item is FileSystemFileItem fileItem
|
|
&& item.IsMeshFileType())
|
|
{
|
|
loadedItem.MeshPath = fileItem.FilePath;
|
|
}
|
|
|
|
this.Children.Add(loadedItem);
|
|
|
|
loadedItem.MakeNameNonColliding();
|
|
|
|
// Adjust next item position
|
|
newItemOffset.X = loadedItem.GetAxisAlignedBoundingBox().XSize / 2 + 10;
|
|
}
|
|
|
|
// the 1.3 is so the progress bar will collapse after going past 1
|
|
progressControl.ProgressReporter(1.3, "");
|
|
}
|
|
|
|
this.Children.Remove(placeholderItem);
|
|
this.Collapse(addUndoCheckPoint);
|
|
|
|
this.Invalidate(InvalidateType.Children);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Collapse the InsertionGroup into the scene
|
|
/// </summary>
|
|
private void Collapse(bool addUndoCheckPoint)
|
|
{
|
|
// Drag operation has finished, we need to perform the collapse
|
|
var loadedItems = this.Children;
|
|
|
|
// If we only have one item it may be a mcx wrapper, collapse that first.
|
|
if (loadedItems.Count == 1)
|
|
{
|
|
var first = loadedItems.First();
|
|
if (first.GetType() == typeof(Object3D)
|
|
&& first.Mesh == null
|
|
&& first.Children.Count == 1)
|
|
{
|
|
// collapse our first child into this
|
|
this.Children.Modify(list =>
|
|
{
|
|
first.CollapseInto(list, false);
|
|
});
|
|
}
|
|
|
|
loadedItems = this.Children;
|
|
}
|
|
|
|
foreach (var item in loadedItems)
|
|
{
|
|
item.Matrix *= this.Matrix;
|
|
}
|
|
|
|
view3DWidget.Scene.Children.Remove(this);
|
|
|
|
if (layoutParts != null)
|
|
{
|
|
var allBedItems = new List<IObject3D>(view3DWidget.Scene.Children);
|
|
|
|
foreach (var item in loadedItems)
|
|
{
|
|
layoutParts?.Invoke(item, allBedItems);
|
|
allBedItems.Add(item);
|
|
}
|
|
}
|
|
|
|
if (addUndoCheckPoint)
|
|
{
|
|
view3DWidget.Scene.UndoBuffer.AddAndDo(new InsertCommand(view3DWidget.Scene, loadedItems));
|
|
}
|
|
else
|
|
{
|
|
new InsertCommand(view3DWidget.Scene, loadedItems).Do();
|
|
}
|
|
}
|
|
}
|
|
}
|