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ea379fce18
Some tests were duplicated between VisWireframe and the code that consumed the data. We now expose the Validate function as a public interface, and invoke it from WireframeObject. Failed validation results in a null object being returned, which was previously allowed but not actually checked for.
539 lines
24 KiB
C#
539 lines
24 KiB
C#
/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using System.Text;
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using System.Windows;
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using System.Windows.Media;
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using System.Windows.Media.Imaging;
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using System.Windows.Shapes;
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using CommonUtil;
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using PluginCommon;
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namespace SourceGen {
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/// <summary>
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/// Graphical visualization object. Useful for displaying 2D bitmaps and 3D objects.
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///
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/// This is generally immutable, except for the CachedImage field.
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/// </summary>
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/// <remarks>
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/// Immutability is useful here because the undo/redo mechanism operates at VisualizationSet
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/// granularity. We want to know that the undo/redo operations are operating on objects
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/// that weren't changed while sitting in the undo buffer.
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///
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/// At a basic level, bitmap and wireframe visualizations are the same: you take a
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/// visualization generation identifier and a bunch of parameters, and generate Stuff.
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/// The nature of the Stuff and what you do with it after are very different, however.
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///
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/// For a bitmap, we can generate the data once, and then scale or transform it as
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/// necessary. Bitmap animations are a collection of bitmap visualizations.
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///
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/// For wireframes, we generate a WireframeObject using some of the parameters, and then
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/// transform it with other parameters. The parameters are stored in a single dictionary,
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/// but viewer-only parameters are prefixed with '_', which is not allowed in plugins.
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///
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/// This class represents the common ground between bitmaps and wireframes. It holds the
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/// identifier and parameters, as well as the thumbnail data that we display in the list.
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/// </remarks>
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public class Visualization {
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public const double THUMBNAIL_DIM = 64;
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/// <summary>
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/// Unique user-specified tag. This may be any valid string that is at least two
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/// characters long after the leading and trailing whitespace have been trimmed.
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/// </summary>
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public string Tag { get; private set; }
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/// <summary>
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/// Name of visualization generator (extension script function).
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/// </summary>
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public string VisGenIdent { get; private set; }
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/// <summary>
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/// Parameters to be passed to the visualization generator.
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/// </summary>
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/// <remarks>
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/// We use a read-only dictionary to reinforce the idea that the plugin shouldn't be
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/// modifying the parameter dictionary.
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/// </remarks>
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public ReadOnlyDictionary<string, object> VisGenParams { get; private set; }
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/// <summary>
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/// Cached reference to 2D image, useful for thumbnails that we display in the
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/// code listing. Not serialized. This always has an image reference; in times
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/// of trouble it will point at BROKEN_IMAGE.
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/// </summary>
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/// <remarks>
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/// Because the underlying data never changes, we only need to regenerate the
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/// image if the set of active plugins changes.
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///
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/// For 2D bitmaps this should be close to a 1:1 representation of the original,
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/// subject to the limitations of the visualization generator. For other types of
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/// data (vector line art, 3D meshes) this is a "snapshot" to help the user identify
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/// the data.
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/// </remarks>
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public BitmapSource CachedImage { get; set; }
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/// <summary>
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/// Image overlaid on CachedImage. Used to identify thumbnails as animations.
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/// </summary>
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public BitmapSource OverlayImage { get; set; }
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/// <summary>
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/// True if CachedImage has something other than the default value.
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/// </summary>
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public bool HasImage {
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get {
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return CachedImage != BROKEN_IMAGE && CachedImage != ANIM_OVERLAY_IMAGE;
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}
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}
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/// <summary>
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/// Image to show when things are broken.
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/// </summary>
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public static readonly BitmapImage BROKEN_IMAGE;
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static Visualization() {
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BROKEN_IMAGE = new BitmapImage(new Uri("pack://application:,,,/Res/RedX.png"));
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BROKEN_IMAGE.Freeze();
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}
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/// <summary>
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/// Image to overlay on animation visualizations.
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/// </summary>
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internal static readonly BitmapSource ANIM_OVERLAY_IMAGE = GenerateAnimOverlayImage();
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internal static readonly BitmapSource BLANK_IMAGE = GenerateBlankImage();
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//internal static readonly BitmapSource BLACK_IMAGE = GenerateBlackImage();
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/// <summary>
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/// Serial number, for reference from other Visualization objects. Not serialized.
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/// </summary>
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/// <remarks>
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/// This value is only valid in the current session. It exists because animations
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/// need to refer to other Visualization objects, and doing so by Tag gets sticky
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/// if a Tag gets renamed. We need a way to uniquely identify a reference to a
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/// Visualization that persists across Tag renames and other edits. When the objects
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/// are serialized to the project file we don't include the serial, and just reference
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/// by Tag.
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/// </remarks>
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public int SerialNumber { get; private set; }
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/// <summary>
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/// Serial number source.
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/// </summary>
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private static int sNextSerial = 1000;
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/// <summary>
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/// Constructor for a new Visualization.
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/// </summary>
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/// <param name="tag">Unique identifier.</param>
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/// <param name="visGenIdent">Visualization generator identifier.</param>
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/// <param name="visGenParams">Parameters for visualization generator.</param>
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public Visualization(string tag, string visGenIdent,
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ReadOnlyDictionary<string, object> visGenParams)
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:this(tag, visGenIdent, visGenParams, null) { }
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/// <summary>
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/// Constructor for a replacement Visualization.
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/// </summary>
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/// <param name="tag">Unique identifier.</param>
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/// <param name="visGenIdent">Visualization generator identifier.</param>
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/// <param name="visGenParams">Parameters for visualization generator.</param>
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/// <param name="oldObj">Visualization being replaced, or null if this is new.</param>
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public Visualization(string tag, string visGenIdent,
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ReadOnlyDictionary<string, object> visGenParams, Visualization oldObj) {
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Debug.Assert(!string.IsNullOrEmpty(tag));
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Debug.Assert(!string.IsNullOrEmpty(visGenIdent));
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Debug.Assert(visGenParams != null);
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Tag = tag;
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VisGenIdent = visGenIdent;
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VisGenParams = visGenParams;
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CachedImage = BROKEN_IMAGE;
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OverlayImage = BLANK_IMAGE;
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if (oldObj == null) {
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// not worried about multiple threads
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SerialNumber = sNextSerial++;
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} else {
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Debug.Assert(oldObj.SerialNumber >= 0 && oldObj.SerialNumber < sNextSerial);
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SerialNumber = oldObj.SerialNumber;
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}
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//Debug.WriteLine("NEW VIS: Serial=" + SerialNumber);
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}
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/// <summary>
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/// Updates the cached thumbnail image.
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/// </summary>
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/// <param name="vis2d">Visualization, or null to clear the thumbnail.</param>
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public void SetThumbnail(IVisualization2d vis2d) {
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if (vis2d == null) {
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CachedImage = BROKEN_IMAGE;
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} else {
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CachedImage = ConvertToBitmapSource(vis2d);
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}
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Debug.Assert(CachedImage.IsFrozen);
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}
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/// <summary>
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/// Updates the cached thumbnail image.
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/// </summary>
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/// <param name="visWire">Visualization object, or null to clear the thumbnail.</param>
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/// <param name="parms">Visualization parameters.</param>
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public virtual void SetThumbnail(IVisualizationWireframe visWire,
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ReadOnlyDictionary<string, object> parms) {
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if (visWire == null) {
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CachedImage = BROKEN_IMAGE;
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} else {
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Debug.Assert(parms != null);
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WireframeObject wireObj = WireframeObject.Create(visWire);
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if (wireObj != null) {
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CachedImage = GenerateWireframeImage(wireObj, THUMBNAIL_DIM, parms);
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} else {
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CachedImage = BROKEN_IMAGE;
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}
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}
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Debug.Assert(CachedImage.IsFrozen);
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}
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/// <summary>
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/// Trims a tag, removing leading/trailing whitespace, and checks it for validity.
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/// </summary>
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/// <param name="tag">Tag to trim and validate.</param>
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/// <param name="isValid">Set to true if the tag is valid.</param>
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/// <returns>Trimmed tag string. Returns an empty string if tag is null.</returns>
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public static string TrimAndValidateTag(string tag, out bool isValid) {
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if (tag == null) {
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isValid = false;
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return string.Empty;
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}
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string trimTag = tag.Trim();
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if (trimTag.Length < 2) {
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isValid = false;
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} else {
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isValid = true;
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}
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return trimTag;
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}
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/// <summary>
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/// Converts an IVisualization2d to a BitmapSource for display. The bitmap will be
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/// the same size as the original content.
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/// </summary>
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public static BitmapSource ConvertToBitmapSource(IVisualization2d vis2d) {
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// Create indexed color palette.
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int[] intPal = vis2d.GetPalette();
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List<Color> colors = new List<Color>(intPal.Length);
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foreach (int argb in intPal) {
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Color col = Color.FromArgb((byte)(argb >> 24), (byte)(argb >> 16),
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(byte)(argb >> 8), (byte)argb);
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colors.Add(col);
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}
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BitmapPalette palette = new BitmapPalette(colors);
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// indexed-color; see https://stackoverflow.com/a/15272528/294248 for direct color
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BitmapSource image = BitmapSource.Create(
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vis2d.Width,
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vis2d.Height,
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96.0,
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96.0,
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PixelFormats.Indexed8,
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palette,
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vis2d.GetPixels(),
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vis2d.Width);
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image.Freeze();
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return image;
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}
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/// <summary>
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/// Generates a BitmapSource from IVisualizationWireframe data. Useful for thumbnails
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/// and GIF exports.
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/// </summary>
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/// <param name="visWire">Visualization data.</param>
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/// <param name="dim">Output bitmap dimension (width and height).</param>
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/// <param name="parms">Parameter set, for rotations and render options.</param>
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/// <returns>Rendered bitmap.</returns>
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public static BitmapSource GenerateWireframeImage(WireframeObject wireObj,
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double dim, ReadOnlyDictionary<string, object> parms) {
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int eulerX = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_X, 0);
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int eulerY = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Y, 0);
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int eulerZ = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Z, 0);
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bool doPersp = Util.GetFromObjDict(parms, VisWireframe.P_IS_PERSPECTIVE, true);
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bool doBfc = Util.GetFromObjDict(parms, VisWireframe.P_IS_BFC_ENABLED, false);
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bool doRecenter = Util.GetFromObjDict(parms, VisWireframe.P_IS_RECENTERED, true);
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return GenerateWireframeImage(wireObj, dim, eulerX, eulerY, eulerZ, doPersp, doBfc,
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doRecenter);
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}
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/// <summary>
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/// Generates a BitmapSource from IVisualizationWireframe data. Useful for thumbnails
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/// and GIF exports.
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/// </summary>
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public static BitmapSource GenerateWireframeImage(WireframeObject wireObj,
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double dim, int eulerX, int eulerY, int eulerZ, bool doPersp, bool doBfc,
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bool doRecenter) {
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if (wireObj == null) {
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// Can happen if the visualization generator is failing on stuff loaded from
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// the project file.
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return BROKEN_IMAGE;
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}
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// Generate the path geometry.
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GeometryGroup geo = GenerateWireframePath(wireObj, dim, eulerX, eulerY, eulerZ,
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doPersp, doBfc, doRecenter);
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// Render geometry to bitmap -- https://stackoverflow.com/a/869767/294248
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Rect bounds = geo.GetRenderBounds(null);
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//Debug.WriteLine("RenderWF dim=" + dim + " bounds=" + bounds + ": " + wireObj);
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// Create bitmap.
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RenderTargetBitmap bitmap = new RenderTargetBitmap(
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(int)dim,
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(int)dim,
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96,
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96,
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PixelFormats.Pbgra32);
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//RenderOptions.SetEdgeMode(bitmap, EdgeMode.Aliased); <-- no apparent effect
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DrawingVisual dv = new DrawingVisual();
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using (DrawingContext dc = dv.RenderOpen()) {
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dc.DrawRectangle(Brushes.Black, null, new Rect(0, 0, bounds.Width, bounds.Height));
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Pen pen = new Pen(Brushes.White, 1.0);
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dc.DrawGeometry(null, pen, geo);
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}
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bitmap.Render(dv);
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#if false
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// Old way: render Path to bitmap -- https://stackoverflow.com/a/23582564/294248
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// Clear the bitmap to black. (Is there an easier way?)
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GeometryGroup bkgnd = new GeometryGroup();
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bkgnd.Children.Add(new RectangleGeometry(new Rect(0, 0, bounds.Width, bounds.Height)));
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Path path = new Path();
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path.Data = bkgnd;
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path.Stroke = path.Fill = Brushes.Black;
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path.Measure(bounds.Size);
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path.Arrange(bounds);
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bitmap.Render(path);
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path = new Path();
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path.Data = geo;
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path.Stroke = Brushes.White;
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path.Measure(bounds.Size);
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path.Arrange(bounds);
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bitmap.Render(path);
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#endif
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bitmap.Freeze();
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return bitmap;
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}
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/// <summary>
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/// Generates WPF Path geometry from IVisualizationWireframe data. Line widths get
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/// scaled if the output area is larger or smaller than the path bounds, so this scales
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/// coordinates so they fit within the box.
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/// </summary>
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/// <param name="visWire">Visualization data.</param>
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/// <param name="dim">Width/height to use for path area.</param>
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/// <param name="parms">Visualization parameters.</param>
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public static GeometryGroup GenerateWireframePath(WireframeObject wireObj,
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double dim, ReadOnlyDictionary<string, object> parms) {
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int eulerX = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_X, 0);
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int eulerY = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Y, 0);
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int eulerZ = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Z, 0);
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bool doPersp = Util.GetFromObjDict(parms, VisWireframe.P_IS_PERSPECTIVE, true);
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bool doBfc = Util.GetFromObjDict(parms, VisWireframe.P_IS_BFC_ENABLED, false);
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bool doRecenter = Util.GetFromObjDict(parms, VisWireframe.P_IS_RECENTERED, true);
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return GenerateWireframePath(wireObj, dim, eulerX, eulerY, eulerZ, doPersp, doBfc,
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doRecenter);
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}
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/// <summary>
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/// Generates WPF Path geometry from IVisualizationWireframe data. Line widths get
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/// scaled if the output area is larger or smaller than the path bounds, so this scales
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/// coordinates so they fit within the box.
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/// </summary>
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public static GeometryGroup GenerateWireframePath(WireframeObject wireObj,
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double dim, int eulerX, int eulerY, int eulerZ, bool doPersp, bool doBfc,
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bool doRecenter) {
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// WPF path drawing is based on a system where a pixel is drawn at the center
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// of its coordinates, and integer coordinates start at the top left edge of
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// the drawing area. If you draw a pixel at (0,0), 3/4ths of the pixel will be
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// outside the window (visible or not based on ClipToBounds).
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//
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// If you draw a line from (1,1 to 4,1), the line's length will appear to
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// be (4 - 1) = 3. It touches four pixels -- the end point is not exclusive --
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// but the filled area is only three, because the thickness doesn't extend the
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// line's length, and the line stops at the coordinate at the center of the pixel.
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// You're not drawing N pixels, you're drawing from one coordinate point to another.
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// If you have a window of size 8x8, and you draw from 0,0 to 7,0, the line will
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// extend for half a line-thickness off the top, but will not go past the right/left
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// edges. (This becomes very obvious when you're working with an up-scaled 8x8 path.)
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//
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// Similarly, drawing a horizontal line two units long results in a square, and
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// drawing a line that starts and ends at the same point doesn't appear to
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// produce anything.
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//
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// It's possible to clean up the edges by adding 0.5 to all coordinate values.
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// This turns out to be important for another reason: a line from (1,1) to (9,1)
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// shows up as a double-wide half-bright line, while a line from (1.5,1.5) to
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// (9.5,1.5) is drawn as a single-wide full-brightness line. This is because of
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// the anti-aliasing. Anti-aliasing can be disabled, but the lines look much
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// nicer with it enabled.
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//
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// The path has an axis-aligned bounding box that covers the pixel centers. If we
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// want a path-drawn mesh to animate smoothly we want to ensure that the bounds
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// are constant across all renderings of a shape (which could get thinner or wider
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// as it rotates), so we plot an invisible point in our desired bottom-right corner.
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//
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// If we want an 8x8 bitmap, we draw a line from (8,8) to (8,8) to establish the
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// bounds, then draw lines with coordinates from 0.5 to 7.5.
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GeometryGroup geo = new GeometryGroup();
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// Draw invisible line segments to establish Path bounds.
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Point topLeft = new Point(0, 0);
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Point botRight = new Point(dim, dim);
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geo.Children.Add(new LineGeometry(topLeft, topLeft));
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geo.Children.Add(new LineGeometry(botRight, botRight));
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// Generate a list of clip-space line segments. Coordinate values are in the
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// range [-1,1], with +X to the right and +Y upward.
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List<WireframeObject.LineSeg> segs = wireObj.Generate(eulerX, eulerY, eulerZ,
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doPersp, doBfc, doRecenter);
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// Convert clip-space coords to screen. We need to translate to [0,2] with +Y
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// toward the bottom of the screen, scale up, round to the nearest whole pixel,
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// and add +0.5 to make thumbnail-size bitmaps look crisp.
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double scale = (dim - 0.5) / 2;
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double adj = 0.5;
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foreach (WireframeObject.LineSeg seg in segs) {
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Point start = new Point(Math.Round((seg.X0 + 1) * scale) + adj,
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Math.Round((1 - seg.Y0) * scale) + adj);
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Point end = new Point(Math.Round((seg.X1 + 1) * scale) + adj,
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Math.Round((1 - seg.Y1) * scale) + adj);
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geo.Children.Add(new LineGeometry(start, end));
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}
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return geo;
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}
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/// <summary>
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/// Returns a bitmap with a single transparent pixel.
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/// </summary>
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private static BitmapSource GenerateBlankImage() {
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RenderTargetBitmap bmp = new RenderTargetBitmap(1, 1, 96.0, 96.0,
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PixelFormats.Pbgra32);
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bmp.Freeze();
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return bmp;
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}
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/// <summary>
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/// Generate an image to overlay on thumbnails of animations.
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/// </summary>
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/// <returns></returns>
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private static BitmapSource GenerateAnimOverlayImage() {
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const int IMAGE_SIZE = 128;
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// Glowy "high tech" blue.
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SolidColorBrush outlineBrush = new SolidColorBrush(Color.FromArgb(255, 0, 216, 255));
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SolidColorBrush fillBrush = new SolidColorBrush(Color.FromArgb(128, 0, 182, 215));
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DrawingVisual visual = new DrawingVisual();
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using (DrawingContext dc = visual.RenderOpen()) {
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// Thanks: https://stackoverflow.com/a/29249100/294248
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Point p1 = new Point(IMAGE_SIZE * 5 / 8, IMAGE_SIZE / 2);
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Point p2 = new Point(IMAGE_SIZE * 3 / 8, IMAGE_SIZE / 4);
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Point p3 = new Point(IMAGE_SIZE * 3 / 8, IMAGE_SIZE * 3 / 4);
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StreamGeometry sg = new StreamGeometry();
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using (StreamGeometryContext sgc = sg.Open()) {
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sgc.BeginFigure(p1, true, true);
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PointCollection points = new PointCollection() { p2, p3 };
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sgc.PolyLineTo(points, true, true);
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}
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sg.Freeze();
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dc.DrawGeometry(fillBrush, new Pen(outlineBrush, 3), sg);
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}
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RenderTargetBitmap bmp = new RenderTargetBitmap(IMAGE_SIZE, IMAGE_SIZE, 96.0, 96.0,
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PixelFormats.Pbgra32);
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bmp.Render(visual);
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bmp.Freeze();
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return bmp;
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}
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/// <summary>
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/// Returns a bitmap with a single black pixel.
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/// </summary>
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//private static BitmapSource GenerateBlackImage() {
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// BitmapPalette palette = new BitmapPalette(new List<Color> { Colors.Black });
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// BitmapSource image = BitmapSource.Create(
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// 1,
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// 1,
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// 96.0,
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// 96.0,
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// PixelFormats.Indexed8,
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// palette,
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// new byte[] { 0 },
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// 1);
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// return image;
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//}
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public override string ToString() {
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return "[Vis: " + Tag + " (" + VisGenIdent + ") count=" + VisGenParams.Count + "]";
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}
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public static bool operator ==(Visualization a, Visualization b) {
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if (ReferenceEquals(a, b)) {
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return true; // same object, or both null
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}
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if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) {
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return false; // one is null
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}
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// All fields must be equal (but we ignore CachedImage).
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if (a.Tag != b.Tag || a.VisGenIdent != b.VisGenIdent) {
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return false;
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}
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// Compare the vis gen parameter lists.
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if (a.VisGenParams == b.VisGenParams) {
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return true;
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}
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if (a.VisGenParams.Count != b.VisGenParams.Count) {
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return false;
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}
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return Container.CompareDicts(a.VisGenParams, b.VisGenParams);
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}
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public static bool operator !=(Visualization a, Visualization b) {
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return !(a == b);
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}
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public override bool Equals(object obj) {
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return obj is Visualization && this == (Visualization)obj;
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}
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public override int GetHashCode() {
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// TODO(maybe): hash code should factor in VisGenParams items
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return Tag.GetHashCode() ^ VisGenIdent.GetHashCode() ^ VisGenParams.Count;
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}
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}
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}
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