133 lines
No EOL
4.6 KiB
C#
133 lines
No EOL
4.6 KiB
C#
/*
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Copyright (c) 2018, 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.ComponentModel;
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using System.Linq;
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using System.Threading;
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using MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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using MatterHackers.MatterControl.PartPreviewWindow.View3D;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.DesignTools
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{
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public class CurveObject3D : MeshWrapperObject3D, IRebuildable
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{
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[DisplayName("Angle")]
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public double AngleDegrees { get; set; } = 0;
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[DisplayName("Bend Up")]
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public bool BendCW { get; set; } = true;
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public CurveObject3D()
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{
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}
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public void Rebuild(UndoBuffer undoBuffer)
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{
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var meshWrapper = this.Descendants()
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.Where((obj) => obj.OwnerID == this.ID).ToList();
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foreach (var items in meshWrapper.Select((mw) => (Original: mw.Children.First(),
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Transformed: mw)))
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{
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var transformedMesh = items.Transformed.Mesh;
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var originalMesh = items.Original.Mesh;
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// reset the positions before we take the aabb
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for (int i = 0; i < transformedMesh.Vertices.Count; i++)
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{
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transformedMesh.Vertices[i].Position = originalMesh.Vertices[i].Position;
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}
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transformedMesh.MarkAsChanged();
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}
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var aabb = this.GetAxisAlignedBoundingBox();
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foreach (var items in meshWrapper.Select((mw) => (Original: mw.Children.First(),
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Transformed: mw)))
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{
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var transformedMesh = items.Transformed.Mesh;
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var originalMesh = items.Original.Mesh;
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var itemMatrix = items.Original.WorldMatrix(this);
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var invItemMatrix = itemMatrix;
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invItemMatrix.Invert();
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// make sure we are working with a copy
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if (transformedMesh == originalMesh)
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{
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// Make sure the mesh we are going to copy is in a good state to be copied (so we maintain vertex count)
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originalMesh.CleanAndMergeMesh(CancellationToken.None);
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transformedMesh = Mesh.Copy(originalMesh, CancellationToken.None);
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items.Transformed.Mesh = transformedMesh;
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}
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if (AngleDegrees > 0)
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{
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// find the radius that will make the x-size sweep out the requested angle
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// c = Tr ; r = c/T
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var angleRadians = MathHelper.DegreesToRadians(AngleDegrees);
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var circumference = aabb.XSize * MathHelper.Tau / angleRadians;
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var radius = circumference / MathHelper.Tau;
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var rotateXyPos = new Vector2(aabb.minXYZ.X, BendCW ? aabb.maxXYZ.Y : aabb.minXYZ.Y);
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if (!BendCW)
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{
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angleRadians = -angleRadians;
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}
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for (int i = 0; i < originalMesh.Vertices.Count; i++)
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{
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var pos = originalMesh.Vertices[i].Position;
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pos = Vector3.Transform(pos, itemMatrix);
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var pos2D = new Vector2(pos);
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Vector2 rotateSpace = pos2D - rotateXyPos;
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var rotateRatio = rotateSpace.X / aabb.XSize;
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rotateSpace.X = 0;
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rotateSpace.Y += BendCW ? -radius : radius;
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rotateSpace.Rotate(angleRadians * rotateRatio);
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rotateSpace.Y += BendCW ? radius : -radius; ;
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rotateSpace += rotateXyPos;
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var newPos = new Vector3(rotateSpace.X, rotateSpace.Y, pos.Z);
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newPos = Vector3.Transform(newPos, invItemMatrix);
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transformedMesh.Vertices[i].Position = newPos;
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}
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}
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transformedMesh.MarkAsChanged();
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transformedMesh.CalculateNormals();
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}
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}
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}
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} |