Improve it to check for and replace numbers add new calling method Make sure Object3D Close does not end up modifying object in processes Don't try to render meshes with no faces
263 lines
7.8 KiB
C#
263 lines
7.8 KiB
C#
/*
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Copyright (c) 2017, 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.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using MatterHackers.Agg;
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using MatterHackers.Agg.UI;
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using MatterHackers.DataConverters3D;
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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 static class SceneActions
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{
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public static async void UngroupSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasSelection)
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{
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view3DWidget.StartProgress("Ungroup");
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await Task.Run(() =>
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{
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var selectedItem = Scene.SelectedItem;
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bool isGroupItemType = Scene.HasSelection && selectedItem.Children.Count > 0;
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// If not a Group ItemType, look for mesh volumes and split into distinct objects if found
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if (!isGroupItemType
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&& !selectedItem.HasChildren()
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&& selectedItem.Mesh != null)
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{
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var ungroupItem = Scene.SelectedItem;
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// clear the selection
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Scene.SelectedItem = null;
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// try to cut it up into multiple meshes
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var discreetMeshes = CreateDiscreteMeshes.SplitVolumesIntoMeshes(ungroupItem.Mesh, CancellationToken.None, (double progress0To1, string processingState) =>
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{
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view3DWidget.ReportProgressChanged(progress0To1 * .5, processingState);
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});
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if (discreetMeshes.Count == 1)
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{
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// restore the selection
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Scene.SelectedItem = ungroupItem;
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// No further processing needed, nothing to ungroup
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return;
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}
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// build the ungroup list
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List<IObject3D> addItems = new List<IObject3D>(discreetMeshes.Select(mesh => new Object3D()
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{
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Mesh = mesh,
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Matrix = ungroupItem.Matrix,
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}));
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// add and do the undo data
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Scene.UndoBuffer.AddAndDo(new ReplaceCommand(new List<IObject3D> { ungroupItem }, addItems));
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// select all the new items
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foreach (var item in addItems)
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{
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Scene.AddToSelection(item);
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}
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}
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if (isGroupItemType)
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{
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// Create and perform the delete operation
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// Store the operation for undo/redo
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Scene.UndoBuffer.AddAndDo(new UngroupCommand(Scene, Scene.SelectedItem));
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}
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});
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if (view3DWidget.HasBeenClosed)
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{
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return;
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}
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// our selection changed to the mesh we just added which is at the end
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Scene.SelectLastChild();
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view3DWidget.EndProgress();
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}
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}
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public static async void GroupSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasChildren())
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{
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view3DWidget.StartProgress("Group Selection");
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var item = Scene.SelectedItem;
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await Task.Run(() =>
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{
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if (Scene.IsSelected(Object3DTypes.SelectionGroup))
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{
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// Create and perform the delete operation
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var operation = new GroupCommand(Scene, Scene.SelectedItem);
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// Store the operation for undo/redo
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Scene.UndoBuffer.AddAndDo(operation);
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}
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});
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if (view3DWidget.HasBeenClosed)
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{
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return;
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}
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view3DWidget.EndProgress();
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}
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}
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public static async void AutoArrangeChildren(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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await Task.Run(() =>
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{
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PlatingHelper.ArrangeOnBed(Scene.Children.ToList(), Scene, view3DWidget.BedCenter);
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});
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}
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public static async void DuplicateSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasSelection)
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{
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view3DWidget.StartProgress("Making Copy".Localize() + ":");
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// Copy selected item
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IObject3D newItem = await Task.Run(() =>
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{
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var originalItem = Scene.SelectedItem;
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if (originalItem != null)
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{
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// new item can be null by the time this task kicks off
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var clonedItem = originalItem.Clone();
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// make the name unique
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var newName = agg_basics.GetNonCollidingName(originalItem.Name, Scene.Descendants().Select((d) => d.Name));
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clonedItem.Name = newName;
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// More usefull if it creates the part in the exact positon and then the user can move it.
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// Consistent with othre software as well. LBB 2017-12-02
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//PlatingHelper.MoveToOpenPositionRelativeGroup(clonedItem, Scene.Children);
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return clonedItem;
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}
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return null;
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});
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if (view3DWidget.HasBeenClosed)
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{
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return;
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}
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// it might come back null due to threading
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if (newItem != null)
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{
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Scene.InsertNewItem(view3DWidget, newItem);
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}
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view3DWidget.EndProgress();
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}
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}
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public static void InsertNewItem(this InteractiveScene Scene, View3DWidget view3DWidget, IObject3D newItem)
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{
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// Reposition first item to bed center
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if (Scene.Children.Count == 0)
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{
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var printer = ApplicationController.Instance.ActivePrinter;
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var aabb = newItem.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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var center = aabb.Center;
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newItem.Matrix *= Matrix4X4.CreateTranslation(
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(printer.Bed.BedCenter.X + center.X),
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(printer.Bed.BedCenter.Y + center.Y),
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-aabb.minXYZ.Z);
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}
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// Create and perform a new insert operation
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var insertOperation = new InsertCommand(Scene, newItem);
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insertOperation.Do();
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// Store the operation for undo/redo
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Scene.UndoBuffer.Add(insertOperation);
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}
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public static void DeleteSelection(this InteractiveScene Scene, View3DWidget view3DWidget)
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{
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if (Scene.HasSelection)
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{
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// Create and perform the delete operation
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var deleteOperation = new DeleteCommand(Scene, Scene.SelectedItem);
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// Store the operation for undo/redo
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Scene.UndoBuffer.AddAndDo(deleteOperation);
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Scene.ClearSelection();
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}
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}
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internal class ArangeUndoCommand : IUndoRedoCommand
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{
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private List<TransformCommand> allUndoTransforms = new List<TransformCommand>();
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public ArangeUndoCommand(View3DWidget view3DWidget, List<Matrix4X4> preArrangeTarnsforms, List<Matrix4X4> postArrangeTarnsforms)
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{
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for (int i = 0; i < preArrangeTarnsforms.Count; i++)
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{
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//allUndoTransforms.Add(new TransformUndoCommand(view3DWidget, i, preArrangeTarnsforms[i], postArrangeTarnsforms[i]));
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}
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}
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public void Do()
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{
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for (int i = 0; i < allUndoTransforms.Count; i++)
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{
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allUndoTransforms[i].Do();
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}
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}
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public void Undo()
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{
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for (int i = 0; i < allUndoTransforms.Count; i++)
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{
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allUndoTransforms[i].Undo();
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}
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}
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}
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}
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}
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