/// <summary> /// Set up materials and gizmos /// </summary> public static void InitializeF3Scene(FContext context) { // initialize materials and selection-materials context.Scene.DisableSelectionMaterial = false; context.Scene.SelectedMaterial = MaterialUtil.CreateStandardVertexColorMaterialF(Colorf.VideoYellow); context.Scene.PerTypeSelectionMaterial.Add( BodyModelSOTypes.Scan, MaterialUtil.ToUnityMaterial(OrthogenMaterials.ScanMaterial)); context.Scene.PerTypeSelectionMaterial.Add( BodyModelSOTypes.Leg, MaterialUtil.ToUnityMaterial(OrthogenMaterials.LegMaterial)); fMaterial selectedCurveMat = MaterialUtil.CreateFlatMaterialF(Colorf.Gold, 1); context.Scene.PerTypeSelectionMaterial.Add(BodyModelSOTypes.PlaneIntersectionCurve, selectedCurveMat); context.Scene.PerTypeSelectionMaterial.Add(BodyModelSOTypes.TrimLoop, selectedCurveMat); context.Scene.PerTypeSelectionMaterial.Add(BodyModelSOTypes.EnclosedPatch, selectedCurveMat); // if you had other gizmos, you would register them here //context.TransformManager.RegisterGizmoType("snap_drag", new SnapDragGizmoBuilder()); //controller.TransformManager.SetActiveGizmoType("snap_drag"); context.TransformManager.RegisterGizmoType(AxisTransformGizmo.DefaultName, new AxisTransformGizmoBuilder()); context.TransformManager.RegisterGizmoType(LenthenMovePivotGizmoType, new MoveLengthenPivotGizmoBuilder() { WidgetScale = 0.5f * Vector3f.One }); context.TransformManager.SetActiveGizmoType(TransformManager.NoGizmoType); BodyModelSOTypes.RegisterSocketGenTypes(context.Scene.TypeRegistry); }
void compute_slice_polylines() { fMaterial mat1 = MaterialUtil.CreateFlatMaterialF(Colorf.Black); fMaterial mat2 = MaterialUtil.CreateFlatMaterialF(Colorf.BlueMetal); // [TODO] do we need to hold data_lock here? seems like no since main thread is blocked, // then it would never be the case that we are setting SliceSet = null // create geometry int slice_i = 0; SlicePolylines = new List <fPolylineGameObject>(); foreach (PlanarSlice slice in SliceSet.Slices) { //DebugUtil.Log(2, "Slice has {0} solids", slice.Solids.Count); Colorf slice_color = (slice_i % 2 == 0) ? Colorf.Black : Colorf.BlueMetal; fMaterial slice_mat = (slice_i % 2 == 0) ? mat1 : mat2; slice_i++; foreach (GeneralPolygon2d poly in slice.Solids) { List <Vector3f> polyLine = new List <Vector3f>(); for (int pi = 0; pi <= poly.Outer.VertexCount; ++pi) { int i = pi % poly.Outer.VertexCount; Vector2d v2 = poly.Outer[i]; Vector2d n2 = poly.Outer.GetTangent(i).Perp; Vector3d v3 = new Vector3d(v2.x, v2.y, slice.Z); v3 = MeshTransforms.ConvertZUpToYUp(v3); v3 = MeshTransforms.FlipLeftRightCoordSystems(v3); Vector3d n3 = MeshTransforms.ConvertZUpToYUp(new Vector3d(n2.x, n2.y, 0)); n3 = MeshTransforms.FlipLeftRightCoordSystems(n3); n3.Normalize(); v3 += 0.1f * n3; polyLine.Add((Vector3f)v3); } //DebugUtil.Log(2, "Polyline has {0} vertiecs", polyLine.Count); fPolylineGameObject go = GameObjectFactory.CreatePolylineGO( "slice_outer", polyLine, slice_color, 0.1f, LineWidthType.World); go.SetMaterial(slice_mat, true); CC.ActiveScene.RootGameObject.AddChild(go, false); SlicePolylines.Add(go); } } }
public void Initialize(Cockpit cockpit) { cockpit.Name = "modelCockpit"; // Configure how the cockpit moves //cockpit.PositionMode = Cockpit.MovementMode.TrackPosition; // [RMS] use orientation mode to make cockpit follow view orientation. // (however default widgets below are off-screen!) cockpit.PositionMode = Cockpit.MovementMode.TrackOrientation; BoxContainer screenContainer = new BoxContainer(new Cockpit2DContainerProvider(cockpit)); PinnedBoxes2DLayoutSolver screenLayout = new PinnedBoxes2DLayoutSolver(screenContainer); PinnedBoxesLayout layout = new PinnedBoxesLayout(cockpit, screenLayout) { StandardDepth = 2.0f }; cockpit.AddLayout(layout, "2D", true); Func <string, float, HUDLabel> MakeButtonF = (label, buttonW) => { HUDLabel button = new HUDLabel() { Shape = CotangentUI.MakeMenuButtonRect(buttonW, CotangentUI.MenuButtonHeight), TextHeight = CotangentUI.MenuButtonTextHeight, AlignmentHorz = HorizontalAlignment.Center, BackgroundColor = CotangentUI.ButtonBGColor, TextColor = CotangentUI.ButtonTextColor, Text = label, EnableBorder = true, BorderWidth = CotangentUI.StandardButtonBorderWidth, BorderColor = CotangentUI.ButtonTextColor }; button.Create(); button.Name = label; button.Enabled = true; return(button); }; Vector2f progressOffsetY = 4 * CotangentUI.PixelScale * Vector2f.AxisY; HUDRadialProgress slicerProgress = new HUDRadialProgress() { Radius = 18 * CotangentUI.PixelScale }; slicerProgress.Create(); slicerProgress.Name = "slicer_progress"; int MAX_PROGRESS = 1000; slicerProgress.MaxProgress = MAX_PROGRESS; CC.SlicingProgressEvent += (status) => { if (status.bFailed) { double t = 0.5 * (double)status.curProgress / (double)status.maxProgress; slicerProgress.Progress = (int)(t * MAX_PROGRESS); slicerProgress.CompletedColor = Colorf.VideoRed; } else { double t = 0.5 * (double)status.curProgress / (double)status.maxProgress; slicerProgress.Progress = (int)(t * MAX_PROGRESS); slicerProgress.CompletedColor = Colorf.BlueMetal; } }; CC.ToolpathProgressEvent += (status) => { if (status.bFailed) { double t = 0.5 + 0.5 * (double)status.curProgress / (double)status.maxProgress; slicerProgress.Progress = (int)(t * MAX_PROGRESS); slicerProgress.CompletedColor = Colorf.VideoRed; } else { double t = 0.5 + 0.5 * (double)status.curProgress / (double)status.maxProgress; if (status.curProgress == 0 && status.maxProgress == 1) { t = 0; } slicerProgress.Progress = (int)(t * MAX_PROGRESS); slicerProgress.CompletedColor = (status.curProgress == status.maxProgress) ? Colorf.LightGreen : Colorf.BlueMetal; } }; layout.Add(slicerProgress, new LayoutOptions() { Flags = LayoutFlags.None, PinSourcePoint2D = LayoutUtil.BoxPointF(slicerProgress, BoxPosition.CenterBottom), PinTargetPoint2D = LayoutUtil.BoxPointF(screenContainer, BoxPosition.CenterBottom, progressOffsetY) }); HUDButton progressClick = new HUDButton() { Shape = new HUDShape(HUDShapeType.Disc, slicerProgress.Radius) }; fMaterial normalMaterial = MaterialUtil.CreateFlatMaterialF(Colorf.White, 0); fMaterial pauseMaterial = MaterialUtil.CreateTransparentImageMaterialF("icons/progress_pause"); fMaterial pausedMaterial = MaterialUtil.CreateTransparentImageMaterialF("icons/progress_play"); if (CCPreferences.ActiveSlicingUpdateMode == CCPreferences.SlicingUpdateModes.ImmediateSlicing) { progressClick.Create(normalMaterial, null, pauseMaterial); } else { progressClick.Create(pausedMaterial, null, null); } progressClick.Name = "progress_click"; layout.Add(progressClick, new LayoutOptions() { Flags = LayoutFlags.None, DepthShift = -0.1f, PinSourcePoint2D = LayoutUtil.BoxPointF(progressClick, BoxPosition.CenterBottom), PinTargetPoint2D = LayoutUtil.BoxPointF(screenContainer, BoxPosition.CenterBottom, progressOffsetY) }); progressClick.OnClicked += (o, e) => { if (CCPreferences.ActiveSlicingUpdateMode == CCPreferences.SlicingUpdateModes.ImmediateSlicing) { CCPreferences.ActiveSlicingUpdateMode = CCPreferences.SlicingUpdateModes.SliceOnDemand; progressClick.StandardMaterial = pausedMaterial; progressClick.HoverMaterial = null; } else { CCPreferences.ActiveSlicingUpdateMode = CCPreferences.SlicingUpdateModes.ImmediateSlicing; progressClick.StandardMaterial = normalMaterial; progressClick.HoverMaterial = pauseMaterial; } if (CC.Toolpather.ToolpathsValid == false) { // not sure why we have to invalidate slicing here, but if we don't toolpath // computation will not stop when we pause... CC.Slicer.InvalidateSlicing(); //CC.InvalidateToolPaths(); } }; CotangentUI.PrintViewHUDItems = new List <HUDStandardItem>() { slicerProgress, progressClick }; screenLayout.RecomputeLayout(); // Configure interaction behaviors // - below we add behaviors for mouse, gamepad, and spatial devices (oculus touch, etc) // - keep in mind that Tool objects will register their own behaviors when active // setup key handlers (need to move to behavior...) cockpit.AddKeyHandler(new CotangentKeyHandler(cockpit.Context)); // these behaviors let us interact with UIElements (ie left-click/trigger, or either triggers for Touch) cockpit.InputBehaviors.Add(new Mouse2DCockpitUIBehavior(cockpit.Context) { Priority = 0 }); cockpit.InputBehaviors.Add(new VRMouseUIBehavior(cockpit.Context) { Priority = 1 }); // selection / multi-selection behaviors // Note: this custom behavior implements some selection redirects that we use in various parts of Archform cockpit.InputBehaviors.Add(new MouseMultiSelectBehavior(cockpit.Context) { Priority = 10 }); // left click-drag to tumble, and left click-release to de-select cockpit.InputBehaviors.Add(new MouseClickDragSuperBehavior() { Priority = 100, DragBehavior = new MouseViewRotateBehavior(cockpit.Context) { Priority = 100, RotateSpeed = 3.0f }, ClickBehavior = new MouseDeselectBehavior(cockpit.Context) { Priority = 999 } }); // also right-click-drag to tumble cockpit.InputBehaviors.Add(new MouseViewRotateBehavior(cockpit.Context) { Priority = 100, RotateSpeed = 3.0f, ActivateF = MouseBehaviors.RightButtonPressedF, ContinueF = MouseBehaviors.RightButtonDownF }); // middle-click-drag to pan cockpit.InputBehaviors.Add(new MouseViewPanBehavior(cockpit.Context) { Priority = 100, PanSpeed = 0.01f, Adaptive = true, ActivateF = MouseBehaviors.MiddleButtonPressedF, ContinueF = MouseBehaviors.MiddleButtonDownF }); cockpit.OverrideBehaviors.Add(new MouseWheelZoomBehavior(cockpit) { Priority = 100, ZoomScale = 0.2f, Adaptive = true }); // touch input cockpit.InputBehaviors.Add(new TouchUIBehavior(cockpit.Context) { Priority = 1 }); cockpit.InputBehaviors.Add(new Touch2DCockpitUIBehavior(cockpit.Context) { Priority = 0 }); cockpit.InputBehaviors.Add(new TouchViewManipBehavior(cockpit.Context) { Priority = 999, TouchZoomSpeed = 0.1f, TouchPanSpeed = 0.03f }); }