300 lines
12 KiB
C#
300 lines
12 KiB
C#
/*
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Copyright (c) 2013, Lars Brubaker
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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.Text;
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using System.ComponentModel;
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using ClipperLib;
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using MatterHackers.Agg;
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using MatterHackers.Agg.VertexSource;
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using MatterHackers.PolygonMesh;
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using MatterHackers.PolygonMesh.Csg;
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using MatterHackers.RayTracer;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl
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{
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using Polygon = List<IntPoint>;
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using Polygons = List<List<IntPoint>>;
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public class PlatingMeshData
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{
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public double currentScale = 1;
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public double xSpacing;
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public IRayTraceable traceableData;
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}
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public static class PlatingHelper
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{
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public static Mesh DoMerge(List<Mesh> meshesToMerge, BackgroundWorker backgroundWorker, int startPercent, int endPercent, bool doCSGMerge = false)
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{
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int lengthPercent = endPercent - startPercent;
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Mesh allPolygons = new Mesh();
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if (doCSGMerge)
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{
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for (int i = 0; i < meshesToMerge.Count; i++)
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{
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Mesh mesh = meshesToMerge[i];
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allPolygons = CsgOperations.PerformOperation(allPolygons, mesh, CsgNode.Union);
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}
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}
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else
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{
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for (int i = 0; i < meshesToMerge.Count; i++)
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{
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Mesh mesh = meshesToMerge[i];
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foreach (Face face in mesh.Faces)
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{
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List<Vertex> faceVertices = new List<Vertex>();
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foreach (FaceEdge faceEdgeToAdd in face.FaceEdgeIterator())
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{
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// we allow duplicates (the true) to make sure we are not changing the loaded models acuracy.
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Vertex newVertex = allPolygons.CreateVertex(faceEdgeToAdd.vertex.Position, true);
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faceVertices.Add(newVertex);
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}
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// we allow duplicates (the true) to make sure we are not changing the loaded models acuracy.
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allPolygons.CreateFace(faceVertices.ToArray(), true);
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}
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int nextPercent = startPercent + (i + 1) * lengthPercent / meshesToMerge.Count;
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backgroundWorker.ReportProgress(nextPercent);
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}
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}
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return allPolygons;
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}
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public static PathStorage PolygonToPathStorage(Polygon polygon)
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{
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PathStorage output = new PathStorage();
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bool first = true;
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foreach (IntPoint point in polygon)
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{
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if (first)
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{
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output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandMoveTo);
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first = false;
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}
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else
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{
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output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandLineTo);
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}
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}
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output.ClosePolygon();
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output.Add(0, 0, ShapePath.FlagsAndCommand.CommandStop);
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return output;
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}
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public static PathStorage PolygonToPathStorage(Polygons polygons)
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{
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PathStorage output = new PathStorage();
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foreach (Polygon polygon in polygons)
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{
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bool first = true;
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foreach (IntPoint point in polygon)
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{
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if (first)
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{
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output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandMoveTo);
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first = false;
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}
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else
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{
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output.Add(point.X, point.Y, ShapePath.FlagsAndCommand.CommandLineTo);
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}
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}
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output.ClosePolygon();
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}
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output.Add(0, 0, ShapePath.FlagsAndCommand.CommandStop);
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return output;
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}
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public static void PlaceMeshOnBed(List<Mesh> meshesList, List<Matrix4X4> meshTransforms, int index, bool alsoCenterXY = true)
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{
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AxisAlignedBoundingBox bounds = meshesList[index].GetAxisAlignedBoundingBox(meshTransforms[index]);
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Vector3 boundsCenter = (bounds.maxXYZ + bounds.minXYZ) / 2;
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if (alsoCenterXY)
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{
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meshTransforms[index] *= Matrix4X4.CreateTranslation(-boundsCenter + new Vector3(0, 0, bounds.ZSize / 2));
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}
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else
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{
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meshTransforms[index] *= Matrix4X4.CreateTranslation(new Vector3(0, 0, -boundsCenter.z + bounds.ZSize / 2));
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}
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}
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public static void PlaceAllMeshesOnBed(List<Mesh> meshesList, List<Matrix4X4> meshTransforms)
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{
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for (int i = 0; i < meshesList.Count; i++)
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{
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PlaceMeshOnBed(meshesList, meshTransforms, i);
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}
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}
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public static void CenterMeshesXY(List<Mesh> meshesList, List<Matrix4X4> meshTransforms)
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{
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bool first = true;
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AxisAlignedBoundingBox totalBounds = new AxisAlignedBoundingBox(new Vector3(), new Vector3());
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for(int index= 0; index<meshesList.Count; index++)
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{
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if(first)
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{
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totalBounds = meshesList[index].GetAxisAlignedBoundingBox(meshTransforms[index]);
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first = false;
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}
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else
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{
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AxisAlignedBoundingBox bounds = meshesList[index].GetAxisAlignedBoundingBox(meshTransforms[index]);
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totalBounds = AxisAlignedBoundingBox.Union(totalBounds, bounds);
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}
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}
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Vector3 boundsCenter = (totalBounds.maxXYZ + totalBounds.minXYZ) / 2;
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boundsCenter.z = 0;
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for (int index = 0; index < meshesList.Count; index++)
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{
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meshTransforms[index] *= Matrix4X4.CreateTranslation(-boundsCenter);
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}
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}
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public static void FindPositionForPartAndAddToPlate(Mesh meshToAdd, Matrix4X4 meshTransform, List<PlatingMeshData> perMeshInfo, List<Mesh> meshesToAvoid, List<Matrix4X4> meshTransforms)
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{
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if (meshToAdd == null || meshToAdd.Vertices.Count < 3)
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{
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return;
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}
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meshesToAvoid.Add(meshToAdd);
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PlatingMeshData newMeshInfo = new PlatingMeshData();
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perMeshInfo.Add(newMeshInfo);
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meshTransforms.Add(meshTransform);
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int index = meshesToAvoid.Count-1;
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MoveMeshToOpenPosition(index, perMeshInfo, meshesToAvoid, meshTransforms);
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PlaceMeshOnBed(meshesToAvoid, meshTransforms, index, false);
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}
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public static void MoveMeshToOpenPosition(int meshToMoveIndex, List<PlatingMeshData> perMeshInfo, List<Mesh> allMeshes, List<Matrix4X4> meshTransforms)
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{
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Mesh meshToMove = allMeshes[meshToMoveIndex];
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// find a place to put it that doesn't hit anything
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AxisAlignedBoundingBox meshToMoveBounds = meshToMove.GetAxisAlignedBoundingBox(meshTransforms[meshToMoveIndex]);
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// add in a few mm so that it will not be touching
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meshToMoveBounds.minXYZ -= new Vector3(2, 2, 0);
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meshToMoveBounds.maxXYZ += new Vector3(2, 2, 0);
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double ringDist = Math.Min(meshToMoveBounds.XSize, meshToMoveBounds.YSize);
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double currentDist = 0;
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double angle = 0;
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double angleIncrement = MathHelper.Tau / 64;
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Matrix4X4 transform;
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while (true)
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{
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Matrix4X4 positionTransform = Matrix4X4.CreateTranslation(currentDist, 0, 0);
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positionTransform *= Matrix4X4.CreateRotationZ(angle);
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Vector3 newPosition = Vector3.Transform(Vector3.Zero, positionTransform);
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transform = Matrix4X4.CreateTranslation(newPosition);
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AxisAlignedBoundingBox testBounds = meshToMoveBounds.NewTransformed(transform);
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bool foundHit = false;
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for(int i=0; i<allMeshes.Count; i++)
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{
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Mesh meshToTest = allMeshes[i];
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if (meshToTest != meshToMove)
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{
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AxisAlignedBoundingBox existingMeshBounds = meshToTest.GetAxisAlignedBoundingBox(meshTransforms[i]);
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AxisAlignedBoundingBox intersection = AxisAlignedBoundingBox.Intersection(testBounds, existingMeshBounds);
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if (intersection.XSize > 0 && intersection.YSize > 0)
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{
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foundHit = true;
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break;
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}
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}
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}
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if (!foundHit)
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{
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break;
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}
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angle += angleIncrement;
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if (angle >= MathHelper.Tau)
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{
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angle = 0;
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currentDist += ringDist;
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}
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}
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meshTransforms[meshToMoveIndex] *= transform;
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}
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public static void CreateITraceableForMesh(List<PlatingMeshData> perMeshInfo, List<Mesh> meshes, int i)
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{
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if (meshes[i] != null)
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{
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List<IRayTraceable> allPolys = new List<IRayTraceable>();
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List<Vector3> positions = new List<Vector3>();
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foreach (Face face in meshes[i].Faces)
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{
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positions.Clear();
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foreach (Vertex vertex in face.VertexIterator())
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{
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positions.Add(vertex.Position);
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}
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// We should use the teselator for this if it is greater than 3.
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Vector3 next = positions[1];
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for (int positionIndex = 2; positionIndex < positions.Count; positionIndex++)
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{
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TriangleShape triangel = new TriangleShape(positions[0], next, positions[positionIndex], null);
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allPolys.Add(triangel);
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next = positions[positionIndex];
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}
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}
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perMeshInfo[i].traceableData = BoundingVolumeHierarchy.CreateNewHierachy(allPolys);
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}
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}
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}
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}
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