public static async void DuplicateItem(this InteractiveScene scene, IObject3D sourceItem = null) { if (sourceItem == null) { if (scene.HasSelection) { sourceItem = scene.SelectedItem; } } if (sourceItem != null) { // Copy selected item IObject3D newItem = await Task.Run(() => { if (sourceItem != null) { if (sourceItem is SelectionGroupObject3D) { // the selection is a group of objects that need to be copied var copyList = sourceItem.Children.ToList(); scene.SelectedItem = null; foreach (var item in copyList) { var clonedItem = item.Clone(); // make the name unique var newName = agg_basics.GetNonCollidingName(item.Name, scene.DescendantsAndSelf().Select((d) => d.Name)); clonedItem.Name = newName; // add it to the scene scene.Children.Add(clonedItem); // add it to the selection scene.AddToSelection(clonedItem); } } else // the selection can be cloned easily { var clonedItem = sourceItem.Clone(); // make the name unique var newName = agg_basics.GetNonCollidingName(sourceItem.Name, scene.DescendantsAndSelf().Select((d) => d.Name)); clonedItem.Name = newName; // More useful if it creates the part in the exact position and then the user can move it. // Consistent with other software as well. LBB 2017-12-02 //PlatingHelper.MoveToOpenPositionRelativeGroup(clonedItem, Scene.Children); return(clonedItem); } } return(null); }); // it might come back null due to threading if (newItem != null) { scene.InsertNewItem(newItem); } } }
public void Do() { if (!firstPass) { firstPass = false; } scene.Children.Modify(list => list.AddRange(items)); scene.SelectedItem = null; foreach (var item in items) { scene.AddToSelection(item); } scene.Invalidate(new InvalidateArgs(null, InvalidateType.Content)); }
/// <summary> /// Collapse the InsertionGroup into the scene /// </summary> public void Collapse() { // Drag operation has finished, we need to perform the collapse var loadedItems = this.Children; if (loadedItems.Count == 1) { var first = loadedItems.First(); if (first.GetType() == typeof(Object3D) && first.Mesh == null && first.Children.Count == 1) { // collapse our first child into this this.Children.Modify(list => { first.CollapseInto(list, false); }); } } // Collapse our contents into the root of the scene // of the scene when it loses focus scene.Children.Modify(list => { this.CollapseInto(list, false); }); // Create and push the undo operation foreach (var item in loadedItems) { view3DWidget.AddUndoOperation(new InsertCommand(scene, item)); } if (scene.SelectedItem == this && loadedItems.Count > 0) { scene.ClearSelection(); foreach (var item in loadedItems) { scene.AddToSelection(item); } } }
public void Undo() { scene.Children.Modify(list => { foreach (var item in items) { list.Add(item); } }); scene.ClearSelection(); foreach (var item in items) { scene.AddToSelection(item); } scene.Invalidate(new InvalidateArgs(null, InvalidateType.Content)); }
public async Task AlignObjectHasCorrectPositionsOnXAxis() { StartupMC(); var scene = new InteractiveScene(); var cube = await CubeObject3D.Create(20, 20, 20); cube.Matrix = Matrix4X4.CreateTranslation(50, 60, 10); Assert.IsTrue(cube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 50, 0), new Vector3(60, 70, 20)), .01)); scene.Children.Add(cube); var bigCube = await CubeObject3D.Create(40, 40, 40); bigCube.Matrix = Matrix4X4.CreateTranslation(20, 20, 20); Assert.IsTrue(bigCube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(0, 0, 0), new Vector3(40, 40, 40)), .01)); scene.Children.Add(bigCube); // select them scene.SelectedItem = cube; scene.AddToSelection(bigCube); // create an align of them var align = new AlignObject3D(); align.AddSelectionAsChildren(scene, scene.SelectedItem); var unalignedBounds = align.GetAxisAlignedBoundingBox(); // assert the align in built correctly Assert.AreEqual(1, scene.Children.Count); Assert.AreEqual(2, align.Children.Count); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(0, 0, 0), new Vector3(60, 70, 40)), 1.0)); align.SelectedChild = new SelectedChildren() { cube.ID.ToString() }; Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(unalignedBounds, 1.0)); // turn align on align.XAlign = Align.Min; await align.Rebuild(); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 0, 0), new Vector3(80, 70, 40)), 1.0)); // turn it off align.XAlign = Align.None; await align.Rebuild(); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(unalignedBounds, 1.0)); // turn it back on align.XAlign = Align.Min; await align.Rebuild(); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 0, 0), new Vector3(80, 70, 40)), 1.0)); // remove the align and assert stuff moved back to where it started align.Remove(null); Assert.IsTrue(cube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 50, 0), new Vector3(60, 70, 20)), .01)); Assert.IsTrue(bigCube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(0, 0, 0), new Vector3(40, 40, 40)), .01)); }
public async Task AlignObjectHasCorrectPositionsOnXAxis() { AggContext.StaticData = new FileSystemStaticData(TestContext.CurrentContext.ResolveProjectPath(4, "StaticData")); MatterControlUtilities.OverrideAppDataLocation(TestContext.CurrentContext.ResolveProjectPath(4)); // Automation runner must do as much as program.cs to spin up platform string platformFeaturesProvider = "MatterHackers.MatterControl.WindowsPlatformsFeatures, MatterControl.Winforms"; AppContext.Platform = AggContext.CreateInstanceFrom <INativePlatformFeatures>(platformFeaturesProvider); AppContext.Platform.ProcessCommandline(); var scene = new InteractiveScene(); var cube = await CubeObject3D.Create(20, 20, 20); cube.Matrix = Matrix4X4.CreateTranslation(50, 60, 10); Assert.IsTrue(cube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 50, 0), new Vector3(60, 70, 20)), .01)); scene.Children.Add(cube); var bigCube = await CubeObject3D.Create(40, 40, 40); bigCube.Matrix = Matrix4X4.CreateTranslation(20, 20, 20); Assert.IsTrue(bigCube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(0, 0, 0), new Vector3(40, 40, 40)), .01)); scene.Children.Add(bigCube); // select them scene.SelectedItem = cube; scene.AddToSelection(bigCube); // create an align of them var align = new AlignObject3D(); align.AddSelectionAsChildren(scene, scene.SelectedItem); var unalignedBounds = align.GetAxisAlignedBoundingBox(); // assert the align in built correctly Assert.AreEqual(1, scene.Children.Count); Assert.AreEqual(2, align.Children.Count); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(0, 0, 0), new Vector3(60, 70, 40)), 1.0)); align.SelectedChild = new SelectedChildren() { cube.ID.ToString() }; Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(unalignedBounds, 1.0)); // turn align on align.XAlign = Align.Min; await align.Rebuild(); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 0, 0), new Vector3(80, 70, 40)), 1.0)); // turn it off align.XAlign = Align.None; await align.Rebuild(); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(unalignedBounds, 1.0)); // turn it back on align.XAlign = Align.Min; await align.Rebuild(); Assert.IsTrue(align.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 0, 0), new Vector3(80, 70, 40)), 1.0)); // remove the align and assert stuff moved back to where it started align.Remove(null); Assert.IsTrue(cube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(40, 50, 0), new Vector3(60, 70, 20)), .01)); Assert.IsTrue(bigCube.GetAxisAlignedBoundingBox().Equals(new AxisAlignedBoundingBox(new Vector3(0, 0, 0), new Vector3(40, 40, 40)), .01)); }