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# Copyright (c) 2018 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Scene.Scene import Scene
from UM.Event import Event, KeyEvent, MouseEvent, ToolEvent, ViewEvent
from UM.Scene.SceneNode import SceneNode
from UM.Signal import Signal, signalemitter
from UM.Logger import Logger
from UM.PluginRegistry import PluginRegistry
# Type hinting imports
from UM.View.View import View
from UM.Stage import Stage
from UM.InputDevice import InputDevice
from typing import cast, Optional, Dict, Union
from UM.Math.Vector import Vector
MYPY = False
if MYPY:
from UM.Application import Application
from UM.Tool import Tool
@signalemitter
class Controller:
"""Glue class that holds the scene, (active) view(s), (active) tool(s) and possible user inputs.
The different types of views / tools / inputs are defined by plugins.
:sa View
:sa Tool
:sa Scene
"""
def __init__(self, application: "Application") -> None:
super().__init__() # Call super to make multiple inheritance work.
self._scene = Scene()
self._application = application
self._active_view = None # type: Optional[View]
self._views = {} # type: Dict[str, View]
self._active_tool = None # type: Optional[Tool]
self._fallback_tool = "TranslateTool" # type: str
self._tool_operation_active = False
self._tools = {} # type: Dict[str, Tool]
self._camera_tool = None #type: Optional[Tool]
self._selection_tool = None #type: Optional[Tool]
self._tools_enabled = True #type: bool
self._active_stage = None #type: Optional[Stage]
self._stages = {} #type: Dict[str, Stage]
self._input_devices = {} #type: Dict[str, InputDevice]
PluginRegistry.addType("stage", self.addStage)
PluginRegistry.addType("view", self.addView)
PluginRegistry.addType("tool", self.addTool)
PluginRegistry.addType("input_device", self.addInputDevice)
def addView(self, view: View) -> None:
"""Add a view by name if it"s not already added.
:param view: The view to be added
"""
name = view.getId()
if name not in self._views:
self._views[name] = view
view.setRenderer(self._application.getRenderer())
self.viewsChanged.emit()
else:
Logger.log("w", "%s was already added to view list. Unable to add it again.", name)
def getView(self, name: str) -> Optional[View]:
"""Request view by name. Returns None if no view is found.
:return: View if name was found, none otherwise.
"""
try:
return self._views[name]
except KeyError: # No such view
Logger.log("e", "Unable to find %s in view list", name)
return None
def getAllViews(self) -> Dict[str, View]:
"""Return all views.
:return: views
"""
return self._views
def getActiveView(self) -> Optional[View]:
"""Request active view. Returns None if there is no active view
:return: view if an view is active, None otherwise.
"""
return self._active_view
def setActiveView(self, name: str) -> None:
"""Set the currently active view.
:param name: The name of the view to set as active
"""
Logger.log("d", "Setting active view to %s", name)
try:
if self._active_view:
self._active_view.event(ViewEvent(Event.ViewDeactivateEvent))
self._active_view = self._views[name]
if self._active_view:
self._active_view.event(ViewEvent(Event.ViewActivateEvent))
self.activeViewChanged.emit()
except KeyError:
Logger.log("e", "No view named %s found", name)
except Exception as e:
Logger.logException("e", "An exception occurred while switching views: %s", str(e))
viewsChanged = Signal()
"""Emitted when the list of views changes."""
activeViewChanged = Signal()
"""Emitted when the active view changes."""
def addStage(self, stage: Stage) -> None:
"""Add a stage if it's not already added.
:param stage: The stage to be added
"""
name = stage.getId()
if name not in self._stages:
self._stages[name] = stage
self.stagesChanged.emit()
def getStage(self, name: str) -> Optional[Stage]:
"""Request stage by name. Returns None if no stage is found.
:param name: Unique identifier of stage (usually the plugin name)
:return: Stage if name was found, None otherwise.
"""
try:
return self._stages[name]
except KeyError: # No such view
Logger.log("e", "Unable to find %s in stage list", name)
return None
def getAllStages(self) -> Dict[str, Stage]:
"""Return all stages.
:return: stages
"""
return self._stages
def getActiveStage(self) -> Optional[Stage]:
"""Request active stage. Returns None if there is no active stage
:return: stage if an stage is active, None otherwise.
"""
return self._active_stage
def setActiveStage(self, name: str) -> None:
"""Set the currently active stage.
:param name: The name of the stage to set as active
"""
try:
# Don't actually change the stage if it is the current selected one.
if self._active_stage != self._stages[name]:
previous_stage = self._active_stage
Logger.log("d", "Setting active stage to %s", name)
self._active_stage = self._stages[name]
# If there is no error switching stages, then finish first the previous stage (if it exists) and start the new stage
if previous_stage is not None:
previous_stage.onStageDeselected()
self._active_stage.onStageSelected()
self.activeStageChanged.emit()
except KeyError:
Logger.log("e", "No stage named %s found", name)
except Exception as e:
Logger.logException("e", "An exception occurred while switching stages: %s", str(e))
stagesChanged = Signal()
"""Emitted when the list of stages changes."""
activeStageChanged = Signal()
"""Emitted when the active stage changes."""
def addInputDevice(self, device: InputDevice) -> None:
"""Add an input device (e.g. mouse, keyboard, etc) if it's not already added.
:param device: The input device to be added
"""
name = device.getId()
if name not in self._input_devices:
self._input_devices[name] = device
device.event.connect(self.event)
else:
Logger.log("w", "%s was already added to input device list. Unable to add it again." % name)
def getInputDevice(self, name: str) -> Optional[InputDevice]:
"""Request input device by name. Returns None if no device is found.
:param name: Unique identifier of input device (usually the plugin name)
:return: input device if name was found, none otherwise.
"""
try:
return self._input_devices[name]
except KeyError: # No such device
Logger.log("e", "Unable to find %s in input devices", name)
return None
def removeInputDevice(self, name: str) -> None:
"""Remove an input device from the list of input devices.
Does nothing if the input device is not in the list.
:param name: The name of the device to remove.
"""
if name in self._input_devices:
self._input_devices[name].event.disconnect(self.event)
del self._input_devices[name]
def getFallbackTool(self) -> str:
"""Request the current fallbacl tool.
:return: Id of the fallback tool
"""
return self._fallback_tool
def setFallbackTool(self, tool: str) -> None:
"""Set the current active tool. The tool must be set by name.
:param tool: The tools name which shall be used as fallback
"""
if self._fallback_tool is not tool:
self._fallback_tool = tool
def getTool(self, name: str) -> Optional["Tool"]:
"""Request tool by name. Returns None if no tool is found.
:param name: Unique identifier of tool (usually the plugin name)
:return: tool if name was found, None otherwise.
"""
try:
return self._tools[name]
except KeyError: # No such tool
Logger.log("e", "Unable to find %s in tools", name)
return None
def getAllTools(self) -> Dict[str, "Tool"]:
"""Get all tools
:return: tools
"""
return self._tools
def addTool(self, tool: "Tool") -> None:
"""Add a Tool (transform object, translate object) if its not already added.
:param tool: Tool to be added
"""
name = tool.getId()
if name not in self._tools:
self._tools[name] = tool
tool.operationStarted.connect(self._onToolOperationStarted)
tool.operationStopped.connect(self._onToolOperationStopped)
self.toolsChanged.emit()
else:
Logger.log("w", "%s was already added to tool list. Unable to add it again.", name)
def _onToolOperationStarted(self, tool: "Tool") -> None:
if not self._tool_operation_active:
self._tool_operation_active = True
self.toolOperationStarted.emit(tool)
def _onToolOperationStopped(self, tool: "Tool") -> None:
if self._tool_operation_active:
self._tool_operation_active = False
self.toolOperationStopped.emit(tool)
def isToolOperationActive(self) -> bool:
"""Gets whether a tool is currently in use
:return: true if a tool current being used.
"""
return self._tool_operation_active
def getActiveTool(self) -> Optional["Tool"]:
"""Request active tool. Returns None if there is no active tool
:return: Tool if a tool is active, None otherwise.
"""
return self._active_tool
def setActiveTool(self, tool: Optional[Union["Tool", str]]):
"""Set the current active tool.
The tool can be set by name of the tool or directly passing the tool object.
:param tool: A tool object or the name of a tool.
"""
from UM.Tool import Tool
if self._active_tool:
self._active_tool.event(ToolEvent(ToolEvent.ToolDeactivateEvent))
if isinstance(tool, Tool) or tool is None:
new_tool = cast(Optional[Tool], tool)
else:
new_tool = self.getTool(tool)
tool_changed = False
if self._active_tool is not new_tool:
self._active_tool = new_tool
tool_changed = True
if self._active_tool:
self._active_tool.event(ToolEvent(ToolEvent.ToolActivateEvent))
from UM.Scene.Selection import Selection # Imported here to prevent a circular dependency.
if not self._active_tool and Selection.getCount() > 0: # If something is selected, a tool must always be active.
if self._fallback_tool in self._tools:
self._active_tool = self._tools[self._fallback_tool] # Then default to the translation tool.
self._active_tool.event(ToolEvent(ToolEvent.ToolActivateEvent))
tool_changed = True
else:
Logger.log("w", "Controller does not have an active tool and could not default to the tool, called \"{}\".".format(self._fallback_tool))
if tool_changed:
Selection.setFaceSelectMode(False)
Selection.clearFace()
self.activeToolChanged.emit()
toolsChanged = Signal()
"""Emitted when the list of tools changes."""
toolEnabledChanged = Signal()
"""Emitted when a tool changes its enabled state."""
activeToolChanged = Signal()
"""Emitted when the active tool changes."""
toolOperationStarted = Signal()
"""Emitted whenever a tool starts a longer operation.
:param tool: The tool that started the operation.
:sa Tool::startOperation
"""
toolOperationStopped = Signal()
"""Emitted whenever a tool stops a longer operation.
:param tool: The tool that stopped the operation.
:sa Tool::stopOperation
"""
def getScene(self) -> Scene:
"""Get the scene
:return: scene
"""
return self._scene
def event(self, event: Event):
"""Process an event
The event is first passed to the selection tool, then the active tool and finally the camera tool.
If none of these events handle it (when they return something that does not evaluate to true)
a context menu signal is emitted.
:param event: event to be handle.
"""
if self._selection_tool and self._selection_tool.event(event):
return
if self._active_tool and self._active_tool.event(event):
return
if self._camera_tool and self._camera_tool.event(event):
return
if self._tools and event.type == Event.KeyPressEvent:
event = cast(KeyEvent, event)
from UM.Scene.Selection import Selection # Imported here to prevent a circular dependency.
if Selection.hasSelection():
for key, tool in self._tools.items():
if tool.getShortcutKey() is not None and event.key == tool.getShortcutKey():
self.setActiveTool(tool)
if self._active_view:
self._active_view.event(event)
if event.type == Event.MouseReleaseEvent:
event = cast(MouseEvent, event)
if MouseEvent.RightButton in event.buttons:
self.contextMenuRequested.emit(event.x, event.y)
contextMenuRequested = Signal()
def setCameraTool(self, tool: Union["Tool", str]):
"""Set the tool used for handling camera controls.
Camera tool is the first tool to receive events.
The tool can be set by name of the tool or directly passing the tool object.
:param tool:
:sa setSelectionTool
:sa setActiveTool
"""
from UM.Tool import Tool
if isinstance(tool, Tool) or tool is None:
self._camera_tool = cast(Optional[Tool], tool)
else:
self._camera_tool = self.getTool(tool)
def getCameraTool(self) -> Optional["Tool"]:
"""Get the camera tool (if any)
:returns: camera tool (or none)
"""
return self._camera_tool
def setSelectionTool(self, tool: Union[str, "Tool"]):
"""Set the tool used for performing selections.
Selection tool receives its events after camera tool and active tool.
The tool can be set by name of the tool or directly passing the tool object.
:param tool:
:sa setCameraTool
:sa setActiveTool
"""
from UM.Tool import Tool
if isinstance(tool, Tool) or tool is None:
self._selection_tool = cast(Optional[Tool], tool)
else:
self._selection_tool = self.getTool(tool)
def getToolsEnabled(self) -> bool:
return self._tools_enabled
def setToolsEnabled(self, enabled: bool) -> None:
self._tools_enabled = enabled
def deleteAllNodesWithMeshData(self, only_selectable:bool = True) -> None:
Logger.log("i", "Clearing scene")
if not self.getToolsEnabled():
return
nodes = []
for node in DepthFirstIterator(self.getScene().getRoot()):
if not node.isEnabled():
continue
if not node.getMeshData() and not node.callDecoration("isGroup"):
continue # Node that doesnt have a mesh and is not a group.
if only_selectable and not node.isSelectable():
continue # Only remove nodes that are selectable.
if node.getParent() and cast(SceneNode, node.getParent()).callDecoration("isGroup"):
continue # Grouped nodes don't need resetting as their parent (the group) is resetted)
nodes.append(node)
if nodes:
from UM.Operations.GroupedOperation import GroupedOperation
op = GroupedOperation()
for node in nodes:
from UM.Operations.RemoveSceneNodeOperation import RemoveSceneNodeOperation
op.addOperation(RemoveSceneNodeOperation(node))
# Reset the print information
self.getScene().sceneChanged.emit(node)
op.push()
from UM.Scene.Selection import Selection
Selection.clear()
# Rotate camera view according defined angle
def setCameraRotation(self, coordinate: str = "x", angle: int = 0) -> None:
camera = self._scene.getActiveCamera()
if not camera or not self._camera_tool:
return
camera.setZoomFactor(camera.getDefaultZoomFactor())
self._camera_tool.setOrigin(Vector(0, 100, 0)) # type: ignore
self.setCameraOrigin(coordinate)
if coordinate == "home":
camera.setPosition(Vector(0, 100, 700))
self._camera_tool.rotateCamera(0, 0) # type: ignore
elif coordinate == "3d":
camera.setPosition(Vector(-750, 600, 700))
self._camera_tool.rotateCamera(0, 0) # type: ignore
else:
# for comparison is == used, because might not store them at the same location
# https://stackoverflow.com/questions/1504717/why-does-comparing-strings-in-python-using-either-or-is-sometimes-produce
if coordinate == "x":
camera.setPosition(Vector(0, 100, 700))
self._camera_tool.rotateCamera(angle, 0) # type: ignore
elif coordinate == "y":
if angle % 360 == 90:
# Prepare the camera for top view, so no rotation has to be applied after setting the top view.
camera.setPosition(Vector(0, 100, 100))
self._camera_tool.rotateCamera(90, 0) # type: ignore
# Actually set the top view.
camera.setPosition(Vector(0, 800, 1))
self.setCameraOrigin("z")
camera.lookAt(Vector(0, 100, 1))
self._camera_tool.rotateCamera(0, 0) # type: ignore
elif angle % 360 == 270:
camera.setPosition(Vector(0, -100, 100))
self._camera_tool.rotateCamera(90, 0) # type: ignore
camera.setPosition(Vector(0, -800, 1))
self.setCameraOrigin("z")
camera.lookAt(Vector(0, 100, 1))
self._camera_tool.rotateCamera(0, 0) # type: ignore
else:
camera.setPosition(Vector(0, 100, 700))
self._camera_tool.rotateCamera(0, angle) # type: ignore
# Position camera view according to defined position
def setCameraPosition(self, x_position: int = 0, y_position: int = 0, z_position: int = 0) -> None:
camera = self._scene.getActiveCamera()
if not camera:
return
camera.setPosition(Vector(x_position, y_position, z_position))
# Indicate position where the camera should point at
def setLookAtPosition(self, x_look_at_position: int = 0, y_look_at_position: int = 0, z_look_at_position: int = 0) -> None:
camera = self._scene.getActiveCamera()
if not camera:
return
camera.lookAt(Vector(x_look_at_position, y_look_at_position, z_look_at_position))
# Sets the zoom factor of the camera
def setCameraZoomFactor(self, camera_zoom_factor: float = 0) -> None:
camera = self._scene.getActiveCamera()
if not camera:
return
camera.setZoomFactor(camera_zoom_factor)
def setCameraOrigin(self, coordinate: str = "home"):
"""Changes the origin of the camera, i.e. where it looks at.
:param coordinate: One of the following options:
- "home": The centre of the build plate.
- "3d": The centre of the build volume.
- "x", "y" and "z": Also the centre of the build plate. These are just
aliases for the setCameraRotation function.
"""
camera = self._scene.getActiveCamera()
if not camera:
return
coordinates = {
"home": Vector(0, 100, 0),
"3d": Vector(0, 100, 100),
"x": Vector(0, 100, 0),
"y": Vector(0, 100, 0),
"z": Vector(0, 100, 1)
}
camera.lookAt(coordinates[coordinate])
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