상속: BaseModel, IDisposable
예제 #1
0
        public ProgressCancelViewModel(BaseViewModel parentViewModel, ProgressCancelModel dataModel)
            : base(parentViewModel)
        {
            _dataModel = dataModel;

            // Will bubble property change events from the Model to the ViewModel.
            _dataModel.PropertyChanged += (sender, e) => OnPropertyChanged(e.PropertyName);
        }
        private bool BuildEntity()
        {
            var filenamepart = Path.GetFileNameWithoutExtension(Filename);
            var filename = MainViewModel.CreateUniqueVoxelStorageName(filenamepart + MyVoxelMap.V2FileExtension);

            double multiplier;
            if (IsMultipleScale)
            {
                multiplier = MultipleScale;
            }
            else
            {
                multiplier = MaxLengthScale / Math.Max(Math.Max(OriginalModelSize.Height, OriginalModelSize.Width), OriginalModelSize.Depth);
            }

            var scale = new ScaleTransform3D(multiplier, multiplier, multiplier);
            var rotateTransform = MeshHelper.TransformVector(new System.Windows.Media.Media3D.Vector3D(0, 0, 0), -RotateRoll, RotateYaw - 90, RotatePitch + 90);
            SourceFile = TempfileUtil.NewFilename(MyVoxelMap.V2FileExtension);

            var model = MeshHelper.Load(Filename, ignoreErrors: true);

            var meshes = new List<MyVoxelRayTracer.MyMeshModel>();
            var geometeries = new List<MeshGeometry3D>();
            foreach (var model3D in model.Children)
            {
                var gm = (GeometryModel3D)model3D;
                var geometry = gm.Geometry as MeshGeometry3D;

                if (geometry != null)
                    geometeries.Add(geometry);
            }
            meshes.Add(new MyVoxelRayTracer.MyMeshModel(geometeries.ToArray(), InsideStockMaterial.Value, InsideStockMaterial.Value));

            #region handle dialogs and process the conversion

            var doCancel = false;

            var progressModel = new ProgressCancelModel { Title = "Processing...", SubTitle = "Processing...", DialogText = "Time remaining: Calculating..." };
            var progressVm = new ProgressCancelViewModel(this, progressModel);
            progressVm.CloseRequested += delegate(object sender, EventArgs e)
            {
                doCancel = true;
            };

            var cancelFunc = (Func<bool>)delegate
            {
                return doCancel;
            };

            var completedAction = (Action)delegate
            {
                progressVm.Close();
            };

            MyVoxelMap voxelMap = null;

            var action = (Action)delegate
            {
                voxelMap = MyVoxelRayTracer.ReadModelAsteroidVolmetic(model, meshes, scale, rotateTransform, TraceType, TraceCount, TraceDirection,
                    progressModel.ResetProgress, progressModel.IncrementProgress, cancelFunc, completedAction);
            };

            if (RunInLowPrioity)
                System.Diagnostics.Process.GetCurrentProcess().PriorityClass = System.Diagnostics.ProcessPriorityClass.Idle;

            _dialogService.ShowDialog<WindowProgressCancel>(this, progressVm, action);

            if (RunInLowPrioity)
                System.Diagnostics.Process.GetCurrentProcess().PriorityClass = System.Diagnostics.ProcessPriorityClass.Normal;

            #endregion

            if (doCancel || voxelMap == null)
            {
                IsValidEntity = false;
                NewEntity = null;
            }
            else
            {
                voxelMap.ForceShellMaterial(OutsideStockMaterial.Value, (byte)OutsideMaterialDepth);
                voxelMap.Save(SourceFile);

                var position = VRageMath.Vector3D.Zero;
                var forward = Vector3.Forward;
                var up = Vector3.Up;

                if (IsAbsolutePosition)
                {
                    position = Position.ToVector3();
                }
                else if (IsInfrontofPlayer)
                {
                    // Figure out where the Character is facing, and plant the new construct centered in front of the Character, but "BuildDistance" units out in front.
                    var lookVector = (VRageMath.Vector3D)_dataModel.CharacterPosition.Forward.ToVector3();
                    lookVector.Normalize();
                    VRageMath.Vector3D? boundingIntersectPoint = voxelMap.BoundingContent.IntersectsRayAt(voxelMap.BoundingContent.Center, -lookVector * 5000d);

                    if (!boundingIntersectPoint.HasValue)
                    {
                        boundingIntersectPoint = voxelMap.BoundingContent.Center;
                    }

                    var distance = VRageMath.Vector3D.Distance(boundingIntersectPoint.Value, voxelMap.BoundingContent.Center) + (float)BuildDistance;
                    VRageMath.Vector3D vector = lookVector * distance;
                    position = VRageMath.Vector3D.Add(_dataModel.CharacterPosition.Position, vector) - voxelMap.BoundingContent.Center;
                }

                var entity = new MyObjectBuilder_VoxelMap(position, filename)
                {
                    EntityId = SpaceEngineersApi.GenerateEntityId(IDType.ASTEROID),
                    PersistentFlags = MyPersistentEntityFlags2.CastShadows | MyPersistentEntityFlags2.InScene,
                    StorageName = Path.GetFileNameWithoutExtension(filename)
                };

                entity.PositionAndOrientation = new MyPositionAndOrientation
                {
                    Position = position,
                    Forward = forward,
                    Up = up
                };

                IsValidEntity = voxelMap.BoundingContent.Size.Volume > 0f;

                NewEntity = entity;

                if (BeepWhenFinished)
                    System.Media.SystemSounds.Asterisk.Play();
            }

            return !doCancel;
        }