mattercontrol/MatterControlLib/DesignTools/Operations/CurveObject3D.cs

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9.2 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;
using System.Collections.Generic;
using System.ComponentModel;
using System.ComponentModel.DataAnnotations;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using MatterHackers.Agg;
using MatterHackers.Agg.UI;
using MatterHackers.DataConverters3D;
using MatterHackers.Localizations;
using MatterHackers.MatterControl.DesignTools.Operations;
using MatterHackers.MatterControl.PartPreviewWindow;
using MatterHackers.MatterControl.PartPreviewWindow.View3D;
using MatterHackers.MeshVisualizer;
using MatterHackers.PolygonMesh;
using MatterHackers.RenderOpenGl.OpenGl;
using MatterHackers.VectorMath;
namespace MatterHackers.MatterControl.DesignTools
{
public static class Teselate
{
public static void SplitEdges(List<Vector3> vL, FaceList fL, double maxLength)
{
//var maxLengthSqrd = maxLength * maxLength;
//var facesToRemove = new HashSet<int>();
//// check every face
//for (int faceIndex = 0; faceIndex < fL.Count; faceIndex++)
//{
// var face = fL[faceIndex];
// // check the edge of every face
// for (int i = 0; i < 3; i++)
// {
// var endIndex = face[((i + 1) % 3)];
// var startIndex = face[i];
// var start = vL[startIndex];
// var end = vL[endIndex];
// var lengthSqrd = (end.X - start.X) * (end.X - start.X);
// //var lengthSqrd = (end - start).LengthSquared;
// // if the edge is > maxXLength
// if (lengthSqrd > maxLengthSqrd)
// {
// int lastIndex = face[((i + 2) % 3)];
// // add a new vertex at the split
// var newPosition = (start + end) / 2;
// var newIndex = vL.Count;
// vL.Add(newPosition);
// // add two new faces
// // start, new, last
// fL.Add(new int[] { startIndex, newIndex, lastIndex });
// // new, end, last
// fL.Add(new int[] { newIndex, endIndex, lastIndex });
// // mark this face for removal
// facesToRemove.Add(faceIndex);
// // go on to next face
// break;
// }
// }
//}
//// remove all the faces that are marked for removal (make a new list with only keep)
//var fLN = new FaceList();
//for (int i = 0; i < fL.Count; i++)
//{
// if (!facesToRemove.Contains(i))
// {
// fLN.Add(fL[i]);
// }
//}
//fL.Clear();
//fL.AddRange(fLN);
}
}
public class CurveObject3D : MeshWrapperObject3D, IEditorDraw
{
public double Diameter { get; set; } = double.MinValue;
[Range(0, 100, ErrorMessage = "Value for {0} must be between {1} and {2}.")]
[Description("Where to start the bend as a percent of the width of the part")]
public double StartPercent { get; set; } = 50;
[DisplayName("Bend Up")]
public bool BendCcw { get; set; } = true;
[Range(3, 360, ErrorMessage = "Value for {0} must be between {1} and {2}.")]
[Description("Ensurs the rotated part has a minimum number of sides per complete rotation")]
public double MinSidesPerRotation { get; set; } = 3;
// holds where we rotate the object
Vector2 rotationCenter;
public CurveObject3D()
{
Name = "Curve".Localize();
}
private void Rebuild(UndoBuffer undoBuffer)
{
this.DebugDepth("Rebuild");
bool propertyUpdated = Diameter == double.MinValue;
if (StartPercent < 0
|| StartPercent > 100)
{
StartPercent = Math.Min(100, Math.Max(0, StartPercent));
propertyUpdated = true;
}
using (RebuildLock())
{
ResetMeshWrapperMeshes(Object3DPropertyFlags.All, CancellationToken.None);
// remember the current matrix then clear it so the parts will rotate at the original wrapped position
var currentMatrix = Matrix;
Matrix = Matrix4X4.Identity;
var meshWrapperEnumerator = WrappedObjects();
var aabb = this.GetAxisAlignedBoundingBox();
if (Diameter == double.MinValue)
{
// uninitialized set to a reasonable value
Diameter = (int)aabb.XSize;
// TODO: ensure that the editor display value is updated
}
if (Diameter > 0)
{
var radius = Diameter / 2;
var circumference = MathHelper.Tau * radius;
rotationCenter = new Vector2(aabb.MinXYZ.X + (aabb.MaxXYZ.X - aabb.MinXYZ.X) * (StartPercent / 100), aabb.MaxXYZ.Y + radius);
foreach (var object3Ds in meshWrapperEnumerator)
{
var matrix = object3Ds.original.WorldMatrix(this);
if (!BendCcw)
{
// rotate around so it will bend correctly
matrix *= Matrix4X4.CreateTranslation(0, -aabb.MaxXYZ.Y, 0);
matrix *= Matrix4X4.CreateRotationX(MathHelper.Tau / 2);
matrix *= Matrix4X4.CreateTranslation(0, aabb.MaxXYZ.Y - aabb.YSize, 0);
}
var matrixInv = matrix.Inverted;
var curvedMesh = object3Ds.meshCopy.Mesh;
// split long edges so it will be curved
if (false)
{
double numRotations = aabb.XSize / circumference;
double numberOfCuts = numRotations * MinSidesPerRotation;
var maxXLength = aabb.XSize / numberOfCuts;
var maxXLengthSqrd = maxXLength * maxXLength;
// convert the mesh into vertex and face arrays
double[] v;
int[] f;
v = curvedMesh.Vertices.ToDoubleArray(object3Ds.meshCopy.Matrix);
f = curvedMesh.Faces.ToIntArray();
// make lists so we can add to them
var vL = v.ToVector3List();
vL.Transform(matrix);
var fL = new FaceList(f);
Teselate.SplitEdges(vL, fL, maxXLength);
vL.Transform(matrixInv);
// convert the lists back into the mesh
object3Ds.meshCopy.Mesh = new Mesh(vL, fL);
curvedMesh = object3Ds.meshCopy.Mesh;
}
for (int i = 0; i < curvedMesh.Vertices.Count; i++)
{
var worldPosition = curvedMesh.Vertices[i].Transform((Matrix4X4)matrix);
var angleToRotate = ((worldPosition.X - rotationCenter.X) / circumference) * MathHelper.Tau - MathHelper.Tau / 4;
var distanceFromCenter = rotationCenter.Y - worldPosition.Y;
var rotatePosition = new Vector3Float(Math.Cos(angleToRotate), Math.Sin(angleToRotate), 0) * distanceFromCenter;
rotatePosition.Z = worldPosition.Z;
var worldWithBend = rotatePosition + new Vector3Float(rotationCenter.X, radius + aabb.MaxXYZ.Y, 0);
curvedMesh.Vertices[i] = worldWithBend.Transform(matrixInv);
}
curvedMesh.MarkAsChanged();
curvedMesh.CalculateNormals();
}
if (!BendCcw)
{
// fix the stored center so we draw correctly
rotationCenter = new Vector2(rotationCenter.X, aabb.MinXYZ.Y - radius);
}
}
// set the matrix back
Matrix = currentMatrix;
}
base.OnInvalidate(new InvalidateArgs(this, InvalidateType.Mesh));
if(propertyUpdated)
{
base.OnInvalidate(new InvalidateArgs(this, InvalidateType.Properties));
}
}
public override void OnInvalidate(InvalidateArgs invalidateType)
{
if ((invalidateType.InvalidateType == InvalidateType.Content
|| invalidateType.InvalidateType == InvalidateType.Matrix
|| invalidateType.InvalidateType == InvalidateType.Mesh)
&& invalidateType.Source != this
&& !RebuildLocked)
{
Rebuild(null);
}
else if (invalidateType.InvalidateType == InvalidateType.Properties
&& invalidateType.Source == this)
{
Rebuild(null);
}
else
{
base.OnInvalidate(invalidateType);
}
}
public void DrawEditor(object sender, DrawEventArgs e)
{
if (sender is InteractionLayer layer
&& layer.Scene.SelectedItem != null
&& layer.Scene.SelectedItem.DescendantsAndSelf().Where((i) => i == this).Any())
{
// we want to measure the
var currentMatrixInv = Matrix.Inverted;
var aabb = this.GetAxisAlignedBoundingBox(currentMatrixInv);
layer.World.RenderCylinderOutline(this.WorldMatrix(), new Vector3(rotationCenter, aabb.Center.Z), Diameter, aabb.ZSize, 30, Color.Red);
}
// turn the lighting back on
GL.Enable(EnableCap.Lighting);
}
}
}