STLs can now stop loading during most of the load operations (only sort verts cannot) Changed the signature on report progress ratio to make it clearer. Made mesh viewer handle better load stoping.
167 lines
8.1 KiB
C#
167 lines
8.1 KiB
C#
/*
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Copyright (c) 2014, 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.ComponentModel;
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using System.Globalization;
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using System.Threading;
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using MatterHackers.Localizations;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.PartPreviewWindow
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{
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public partial class View3DWidget
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{
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private void AutoArrangePartsInBackground()
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{
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if (MeshGroups.Count > 0)
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{
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string progressArrangeParts = LocalizedString.Get("Arranging Parts");
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string progressArrangePartsFull = string.Format("{0}:", progressArrangeParts);
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processingProgressControl.textWidget.Text = progressArrangePartsFull;
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processingProgressControl.Visible = true;
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processingProgressControl.PercentComplete = 0;
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LockEditControls();
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BackgroundWorker arrangeMeshGroupsBackgroundWorker = new BackgroundWorker();
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arrangeMeshGroupsBackgroundWorker.WorkerReportsProgress = true;
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arrangeMeshGroupsBackgroundWorker.DoWork += new DoWorkEventHandler(arrangeMeshGroupsBackgroundWorker_DoWork);
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arrangeMeshGroupsBackgroundWorker.ProgressChanged += new ProgressChangedEventHandler(BackgroundWorker_ProgressChanged);
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arrangeMeshGroupsBackgroundWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(arrangeMeshGroupsBackgroundWorker_RunWorkerCompleted);
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arrangeMeshGroupsBackgroundWorker.RunWorkerAsync();
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}
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}
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void arrangeMeshGroupsBackgroundWorker_DoWork(object sender, DoWorkEventArgs e)
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{
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Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
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PushMeshGroupDataToAsynchLists(TraceInfoOpperation.DONT_COPY);
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BackgroundWorker backgroundWorker = (BackgroundWorker)sender;
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// move them all out of the way
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for (int i = 0; i < asynchMeshGroups.Count; i++)
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{
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ScaleRotateTranslate translate = asynchMeshGroupTransforms[i];
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translate.translation *= Matrix4X4.CreateTranslation(1000, 1000, 0);
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asynchMeshGroupTransforms[i] = translate;
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}
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// sort them by size
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for (int i = 0; i < asynchMeshGroups.Count; i++)
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{
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AxisAlignedBoundingBox iAABB = asynchMeshGroups[i].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[i].TotalTransform);
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for (int j = i + 1; j < asynchMeshGroups.Count; j++)
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{
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AxisAlignedBoundingBox jAABB = asynchMeshGroups[j].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[j].TotalTransform);
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if (Math.Max(iAABB.XSize, iAABB.YSize) < Math.Max(jAABB.XSize, jAABB.YSize))
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{
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PlatingMeshGroupData tempData = asynchPlatingDatas[i];
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asynchPlatingDatas[i] = asynchPlatingDatas[j];
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asynchPlatingDatas[j] = tempData;
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MeshGroup tempMeshGroup = asynchMeshGroups[i];
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asynchMeshGroups[i] = asynchMeshGroups[j];
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asynchMeshGroups[j] = tempMeshGroup;
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ScaleRotateTranslate iTransform = asynchMeshGroupTransforms[i];
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ScaleRotateTranslate jTransform = asynchMeshGroupTransforms[j];
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Matrix4X4 tempTransform = iTransform.translation;
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iTransform.translation = jTransform.translation;
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jTransform.translation = tempTransform;
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asynchMeshGroupTransforms[i] = jTransform;
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asynchMeshGroupTransforms[j] = iTransform;
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iAABB = jAABB;
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}
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}
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}
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double ratioPerMeshGroup = 1.0 / asynchMeshGroups.Count;
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double currentRatioDone = 0;
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// put them onto the plate (try the center) starting with the biggest and moving down
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for (int meshGroupIndex = 0; meshGroupIndex < asynchMeshGroups.Count; meshGroupIndex++)
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{
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MeshGroup meshGroup = asynchMeshGroups[meshGroupIndex];
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Vector3 meshCenter = meshGroup.GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[meshGroupIndex].translation).Center;
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ScaleRotateTranslate atZero = asynchMeshGroupTransforms[meshGroupIndex];
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atZero.translation = Matrix4X4.Identity;
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asynchMeshGroupTransforms[meshGroupIndex] = atZero;
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PlatingHelper.MoveMeshGroupToOpenPosition(meshGroupIndex, asynchPlatingDatas, asynchMeshGroups, asynchMeshGroupTransforms);
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// and create the trace info so we can select it
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PlatingHelper.CreateITraceableForMeshGroup(asynchPlatingDatas, asynchMeshGroups, meshGroupIndex, (double progress0To1, string processingState, out bool continueProcessing) =>
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{
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continueProcessing = true;
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int nextPercent = (int)((currentRatioDone + ratioPerMeshGroup * progress0To1) * 100);
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backgroundWorker.ReportProgress(nextPercent);
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});
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currentRatioDone += ratioPerMeshGroup;
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// and put it on the bed
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PlatingHelper.PlaceMeshGroupOnBed(asynchMeshGroups, asynchMeshGroupTransforms, meshGroupIndex, false);
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}
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// and finally center whatever we have as a group
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{
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AxisAlignedBoundingBox bounds = asynchMeshGroups[0].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[0].TotalTransform);
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for (int i = 1; i < asynchMeshGroups.Count; i++)
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{
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bounds = AxisAlignedBoundingBox.Union(bounds, asynchMeshGroups[i].GetAxisAlignedBoundingBox(asynchMeshGroupTransforms[i].TotalTransform));
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}
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Vector3 boundsCenter = (bounds.maxXYZ + bounds.minXYZ) / 2;
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for (int i = 0; i < asynchMeshGroups.Count; i++)
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{
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ScaleRotateTranslate translate = asynchMeshGroupTransforms[i];
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translate.translation *= Matrix4X4.CreateTranslation(-boundsCenter + new Vector3(0, 0, bounds.ZSize / 2));
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asynchMeshGroupTransforms[i] = translate;
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}
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}
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}
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void arrangeMeshGroupsBackgroundWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
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{
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if (WidgetHasBeenClosed)
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{
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return;
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}
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UnlockEditControls();
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saveButtons.Visible = true;
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PullMeshGroupDataFromAsynchLists();
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}
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}
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}
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