// See also:
        // - Objects3D/BooleanOperationsSample to see other boolean operations
        // - Utilities/TextureCoordinatesGeneratorSample to see other options to define TextureCoordinates that are needed to show texture images

        public ModelingWithBooleanOperations()
        {
            InitializeComponent();

            _orangeMaterial = new MaterialGroup();
            _orangeMaterial.Children.Add(new DiffuseMaterial(Brushes.Orange));
            _orangeMaterial.Children.Add(new SpecularMaterial(Brushes.White, 16));

            // We will start with a simple box
            // Create it manually with MeshGeometry3D
            MeshGeometry3D initialBoxMesh3D = new Ab3d.Meshes.BoxMesh3D(new Point3D(-100, 25, 0), new Size3D(200, 50, 100), 1, 1, 1).Geometry;

            // Without boolean operations, we could simply create the box with:
            //var boxVisual3D = new BoxVisual3D()
            //{
            //    CenterPosition = new Point3D(-100, 25, 0),
            //    Size = new Size3D(200, 50, 100),
            //    UseCachedMeshGeometry3D = false, // we should not use the cached
            //    Material = _orangeMaterial
            //};


            // Define MeshGeometry3D objects that will be used for subtractions
            var centerSphereMesh = new Ab3d.Meshes.SphereMesh3D(new Point3D(-100, 50, 0), 40, 16).Geometry;

            var box1Mesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(-180, 0, -30), new Size3D(10, 200, 10), 1, 1, 1).Geometry;
            var box2Mesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(-180, 0, 0), new Size3D(10, 200, 10), 1, 1, 1).Geometry;
            var box3Mesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(-180, 0, 30), new Size3D(10, 200, 10), 1, 1, 1).Geometry;

            var cylinder1Mesh3D = new Ab3d.Meshes.CylinderMesh3D(new Point3D(-20, 0, -30), 8, 200, segments: 16, isSmooth: false).Geometry;
            var cylinder2Mesh3D = new Ab3d.Meshes.CylinderMesh3D(new Point3D(-20, 0, 0), 8, 200, segments: 16, isSmooth: false).Geometry;
            var cylinder3Mesh3D = new Ab3d.Meshes.CylinderMesh3D(new Point3D(-20, 0, 30), 8, 200, segments: 16, isSmooth: false).Geometry;


            // When doing multiple boolean operations one after another,
            // it is recommended (and mush faster) to use BooleanMesh3D object.

            var booleanMesh3D = new Ab3d.Meshes.BooleanMesh3D(initialBoxMesh3D);

            booleanMesh3D.Subtract(centerSphereMesh);

            booleanMesh3D.Subtract(box1Mesh);
            booleanMesh3D.Subtract(box2Mesh);
            booleanMesh3D.Subtract(box3Mesh);

            booleanMesh3D.Subtract(cylinder1Mesh3D);
            booleanMesh3D.Subtract(cylinder2Mesh3D);
            booleanMesh3D.Subtract(cylinder3Mesh3D);


            // It is also possible to use Subtract method on BoxVisual3D object:
            //boxVisual3D.Subtract(centerSphereMesh);
            //boxVisual3D.Subtract(box1Mesh);
            //boxVisual3D.Subtract(box2Mesh);
            //boxVisual3D.Subtract(box3Mesh);
            //boxVisual3D.Subtract(cylinder1Mesh3D);
            //boxVisual3D.Subtract(cylinder2Mesh3D);
            //boxVisual3D.Subtract(cylinder3Mesh3D);


            // We could also use the static methods on Ab3d.Utilities.MeshBooleanOperations class:
            //Ab3d.Utilities.MeshBooleanOperations.Subtract(boxVisual3D, sphereMesh);
            //Ab3d.Utilities.MeshBooleanOperations.Subtract(boxVisual3D, boxMesh);


            // When calling the Geometry getter, the BooleanMesh3D converts the internal object into MeshGeometry3D.
            var meshGeometry3D = booleanMesh3D.Geometry;

            var initialGeometryModel3D = new GeometryModel3D(meshGeometry3D, _orangeMaterial);
            var boxVisual3D            = initialGeometryModel3D.CreateModelVisual3D();

            // Now add the changed box to the scene
            MainViewport.Children.Add(boxVisual3D);



            // When working with more complex meshes, the boolean operations can take some time.
            // To prevent blocking UI thread, we can do the boolean operations in the background thread.
            // To do this we need to freeze the MeshGeometry3D that are send to the background thread and back to UI thread.
            //
            // The following code is using spheres with 30 segments to demonstrate a longer boolean operations.
            //

            // First define the original MeshGeometry3D
            initialBoxMesh3D = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 25, 0), new Size3D(100, 50, 100), 1, 1, 1).Geometry;

            ShowNewOriginalMesh(initialBoxMesh3D);


            var initialBooleanMesh3D = new Ab3d.Meshes.BooleanMesh3D(initialBoxMesh3D);

            var sphereCenters = new Point3D[]
            {
                new Point3D(-50, 50, 50),
                new Point3D(50, 50, 50),
                new Point3D(50, 50, -50),
                new Point3D(-50, 50, -50),
                new Point3D(-50, 0, 50),
                new Point3D(50, 0, 50),
                new Point3D(50, 0, -50),
                new Point3D(-50, 0, -50)
            };

            // We can create the MeshGeometry3D and prepare the BooleanMesh3D in parallel - each can be created in its own thread
            var sphereBooleanMeshes = sphereCenters.AsParallel().Select(sphereCenter =>
            {
                //System.Diagnostics.Debug.WriteLine($"Start creating SphereMesh3D with {sphereCenter} on {System.Threading.Thread.CurrentThread.ManagedThreadId}");

                var sphereMeshGeometry3D = new Ab3d.Meshes.SphereMesh3D(sphereCenter, radius: 15, segments: 30).Geometry;
                var sphereBooleanMesh3D  = new Ab3d.Meshes.BooleanMesh3D(sphereMeshGeometry3D);

                return(sphereBooleanMesh3D);
            });

            // After that we can subtract each of the sphere meshes from the initialBooleanMesh3D.
            // This can be done in background thread (we use Dispatcher.Invoke to "send" the mesh to the UI thread)
            Task.Factory.StartNew(() =>
            {
                // Note the order in which the sphereBooleanMesh are created is not determined (as the BooleanMesh3D are created, they get available to the foreach)
                foreach (var sphereBooleanMesh in sphereBooleanMeshes)
                {
                    // Subtract the sphereBooleanMesh from the initialBooleanMesh3D
                    initialBooleanMesh3D.Subtract(sphereBooleanMesh);

                    // Get the MeshGeometry3D
                    var mesh = initialBooleanMesh3D.Geometry;

                    // Freeze the MeshGeometry3D
                    // This will allow using the mesh in UI thread (different thread as the mesh was created)
                    mesh.Freeze();

                    // Send it to UI thread
                    this.Dispatcher.BeginInvoke(new Action(() =>
                    {
                        ShowNewOriginalMesh(mesh);
                    }));
                }
            })
            // After all the boolean operations are completed, we generate texture coordinates
            // so we will be able to use texture image as material (meshes that are created with boolean operations do not have texture coordinates defined)
            .ContinueWith(_ => GenerateTextureCoordinates(), TaskScheduler.FromCurrentSynchronizationContext()); // The last one is run on UI thread
        }