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# Copyright (c) 2022 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.
from typing import Optional
from PyQt6.QtCore import Qt
from UM.Event import Event, MouseEvent, KeyEvent
from UM.Job import Job
from UM.Math.Plane import Plane
from UM.Math.Quaternion import Quaternion
from UM.Math.Vector import Vector
from UM.Message import Message
from UM.Operations.GravityOperation import GravityOperation
from UM.Operations.GroupedOperation import GroupedOperation
from UM.Operations.LayFlatOperation import LayFlatOperation
from UM.Operations.RotateOperation import RotateOperation
from UM.Operations.SetTransformOperation import SetTransformOperation
from UM.Scene.SceneNode import SceneNode
from UM.Scene.Selection import Selection
from UM.Scene.ToolHandle import ToolHandle
from UM.Tool import Tool
from UM.Version import Version
from UM.View.GL.OpenGL import OpenGL
try:
from . import RotateToolHandle
except (ImportError, SystemError):
import RotateToolHandle # type: ignore # This fixes the tests not being able to import.
import math
import time
from UM.i18n import i18nCatalog
i18n_catalog = i18nCatalog("uranium")
class RotateTool(Tool):
"""Provides the tool to rotate meshes and groups
The tool exposes a ToolHint to show the rotation angle of the current operation
"""
def __init__(self):
super().__init__()
self._handle = RotateToolHandle.RotateToolHandle()
self._snap_rotation = True
self._snap_angle = math.radians(15)
self._angle = None
self._angle_update_time = None
self._shortcut_key = Qt.Key.Key_R
self._progress_message = None
self._iterations = 0
self._total_iterations = 0
self._rotating = False
self.setExposedProperties("ToolHint", "RotationSnap", "RotationSnapAngle", "SelectFaceSupported", "SelectFaceToLayFlatMode")
self._saved_node_positions = []
self._active_widget = None # type: Optional[RotateToolHandle.ExtraWidgets]
self._widget_click_start = 0
self._select_face_mode = False
Selection.selectedFaceChanged.connect(self._onSelectedFaceChanged)
def event(self, event):
"""Handle mouse and keyboard events
:param event: type(Event)
"""
super().event(event)
if event.type == Event.KeyPressEvent and event.key == KeyEvent.ShiftKey:
# Snap is toggled when pressing the shift button
self.setRotationSnap(not self._snap_rotation)
if event.type == Event.KeyReleaseEvent and event.key == KeyEvent.ShiftKey:
# Snap is "toggled back" when releasing the shift button
self.setRotationSnap(not self._snap_rotation)
if event.type == Event.MousePressEvent and self._controller.getToolsEnabled():
# Start a rotate operation
if MouseEvent.LeftButton not in event.buttons:
return False
id = self._selection_pass.getIdAtPosition(event.x, event.y)
if not id:
return False
if id in self._handle.getExtraWidgetsColorMap():
self._active_widget = self._handle.ExtraWidgets(id)
self._widget_click_start = time.monotonic()
# Continue as if the picked widget is the appropriate axis
id = math.floor((self._active_widget.value - self._active_widget.XPositive90.value) / 2) + self._handle.XAxis
if self._handle.isAxis(id):
self.setLockedAxis(id)
else:
# Not clicked on an axis: do nothing.
return False
handle_position = self._handle.getWorldPosition()
# Save the current positions of the node, as we want to rotate around their current centres
self._saved_node_positions = []
for node in self._getSelectedObjectsWithoutSelectedAncestors():
self._saved_node_positions.append((node, node.getPosition()))
if id == ToolHandle.XAxis:
self.setDragPlane(Plane(Vector(1, 0, 0), handle_position.x))
elif id == ToolHandle.YAxis:
self.setDragPlane(Plane(Vector(0, 1, 0), handle_position.y))
elif self._locked_axis == ToolHandle.ZAxis:
self.setDragPlane(Plane(Vector(0, 0, 1), handle_position.z))
else:
self.setDragPlane(Plane(Vector(0, 1, 0), handle_position.y))
self.setDragStart(event.x, event.y)
self._rotating = False
self._angle = 0
return True
if event.type == Event.MouseMoveEvent:
# Perform a rotate operation
if not self.getDragPlane():
return False
if not self.getDragStart():
self.setDragStart(event.x, event.y)
if not self.getDragStart(): #May have set it to None.
return False
if not self._rotating:
self._rotating = True
self.operationStarted.emit(self)
handle_position = self._handle.getWorldPosition()
drag_start = (self.getDragStart() - handle_position).normalized()
drag_position = self.getDragPosition(event.x, event.y)
if not drag_position:
return False
drag_end = (drag_position - handle_position).normalized()
try:
angle = math.acos(drag_start.dot(drag_end))
except ValueError:
angle = 0
if self._snap_rotation:
angle = int(angle / self._snap_angle) * self._snap_angle
if angle == 0:
return False
rotation = Quaternion()
if self.getLockedAxis() == ToolHandle.XAxis:
direction = 1 if Vector.Unit_X.dot(drag_start.cross(drag_end)) > 0 else -1
rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_X)
elif self.getLockedAxis() == ToolHandle.YAxis:
direction = 1 if Vector.Unit_Y.dot(drag_start.cross(drag_end)) > 0 else -1
rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Y)
elif self.getLockedAxis() == ToolHandle.ZAxis:
direction = 1 if Vector.Unit_Z.dot(drag_start.cross(drag_end)) > 0 else -1
rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Z)
else:
direction = -1
# Rate-limit the angle change notification
# This is done to prevent the UI from being flooded with property change notifications,
# which in turn would trigger constant repaints.
new_time = time.monotonic()
if not self._angle_update_time or new_time - self._angle_update_time > 0.1:
self._angle_update_time = new_time
self._angle += direction * angle
self.propertyChanged.emit()
# Rotate around the saved centeres of all selected nodes
if len(self._saved_node_positions) > 1:
op = GroupedOperation()
for node, position in self._saved_node_positions:
op.addOperation(RotateOperation(node, rotation, rotate_around_point = position))
op.push()
else:
for node, position in self._saved_node_positions:
RotateOperation(node, rotation, rotate_around_point=position).push()
self.setDragStart(event.x, event.y)
return True
if event.type == Event.MouseReleaseEvent:
if self._active_widget != None and time.monotonic() - self._widget_click_start < 0.2:
id = self._selection_pass.getIdAtPosition(event.x, event.y)
if id in self._handle.getExtraWidgetsColorMap() and self._active_widget == self._handle.ExtraWidgets(id):
axis = math.floor((self._active_widget.value - self._active_widget.XPositive90.value) / 2)
angle = math.radians(90 if (self._active_widget.value - ToolHandle.AllAxis) % 2 else -90)
axis += self._handle.XAxis
if axis == ToolHandle.XAxis:
rotation = Quaternion.fromAngleAxis(angle, Vector.Unit_X)
elif axis == ToolHandle.YAxis:
rotation = Quaternion.fromAngleAxis(angle, Vector.Unit_Y)
else:
rotation = Quaternion.fromAngleAxis(angle, Vector.Unit_Z)
# Rotate around the saved centeres of all selected nodes
if len(self._saved_node_positions) > 1:
op = GroupedOperation()
for node, position in self._saved_node_positions:
op.addOperation(RotateOperation(node, rotation, rotate_around_point = position))
op.push()
else:
for node, position in self._saved_node_positions:
RotateOperation(node, rotation, rotate_around_point=position).push()
self._active_widget = None # type: Optional[RotateToolHandle.ExtraWidgets]
# Finish a rotate operation
if self.getDragPlane():
self.setDragPlane(None)
self.setLockedAxis(ToolHandle.NoAxis)
self._angle = None
self.propertyChanged.emit()
if self._rotating:
self.operationStopped.emit(self)
return True
def _onSelectedFaceChanged(self):
if not self._select_face_mode:
return
self._handle.setEnabled(not Selection.getFaceSelectMode())
selected_face = Selection.getSelectedFace()
if not Selection.getSelectedFace() or not (Selection.hasSelection() and Selection.getFaceSelectMode()):
return
original_node, face_id = selected_face
meshdata = original_node.getMeshDataTransformed()
if not meshdata or face_id < 0:
return
if face_id > (meshdata.getVertexCount() / 3 if not meshdata.hasIndices() else meshdata.getFaceCount()):
return
face_mid, face_normal = meshdata.getFacePlane(face_id)
object_mid = original_node.getBoundingBox().center
rotation_point_vector = Vector(object_mid.x, object_mid.y, face_mid[2])
face_normal_vector = Vector(face_normal[0], face_normal[1], face_normal[2])
rotation_quaternion = Quaternion.rotationTo(face_normal_vector.normalized(), Vector(0.0, -1.0, 0.0))
operation = GroupedOperation()
current_node = None # type: Optional[SceneNode]
for node in Selection.getAllSelectedObjects():
current_node = node
parent_node = current_node.getParent()
while parent_node and parent_node.callDecoration("isGroup"):
current_node = parent_node
parent_node = current_node.getParent()
if current_node is None:
return
rotate_operation = RotateOperation(current_node, rotation_quaternion, rotation_point_vector)
gravity_operation = GravityOperation(current_node)
operation.addOperation(rotate_operation)
operation.addOperation(gravity_operation)
operation.push()
# NOTE: We might want to consider unchecking the select-face button after the operation is done.
def getToolHint(self):
"""Return a formatted angle of the current rotate operation
:return: type(String) fully formatted string showing the angle by which the mesh(es) are rotated
"""
return "%d°" % round(math.degrees(self._angle)) if self._angle else None
def getSelectFaceSupported(self) -> bool:
"""Get whether the select face feature is supported.
:return: True if it is supported, or False otherwise.
"""
# Use a dummy postfix, since an equal version with a postfix is considered smaller normally.
return Version(OpenGL.getInstance().getOpenGLVersion()) >= Version("4.1 dummy-postfix")
def getRotationSnap(self):
"""Get the state of the "snap rotation to N-degree increments" option
:return: type(Boolean)
"""
return self._snap_rotation
def setRotationSnap(self, snap):
"""Set the state of the "snap rotation to N-degree increments" option
:param snap: type(Boolean)
"""
if snap != self._snap_rotation:
self._snap_rotation = snap
self.propertyChanged.emit()
def getRotationSnapAngle(self):
"""Get the number of degrees used in the "snap rotation to N-degree increments" option"""
return self._snap_angle
def setRotationSnapAngle(self, angle):
"""Set the number of degrees used in the "snap rotation to N-degree increments" option"""
if angle != self._snap_angle:
self._snap_angle = angle
self.propertyChanged.emit()
def getSelectFaceToLayFlatMode(self) -> bool:
"""Whether the rotate tool is in 'Lay flat by face'-Mode."""
if not Selection.getFaceSelectMode():
self._select_face_mode = False # .. but not the other way around!
return self._select_face_mode
def setSelectFaceToLayFlatMode(self, select: bool) -> None:
"""Set the rotate tool to/from 'Lay flat by face'-Mode."""
if select != self._select_face_mode or select != Selection.getFaceSelectMode():
self._select_face_mode = select
if not select:
Selection.clearFace()
Selection.setFaceSelectMode(self._select_face_mode)
self.propertyChanged.emit()
def resetRotation(self):
"""Reset the orientation of the mesh(es) to their original orientation(s)"""
for node in self._getSelectedObjectsWithoutSelectedAncestors():
node.setMirror(Vector(1, 1, 1))
Selection.applyOperation(SetTransformOperation, None, Quaternion(), None)
def layFlat(self):
"""Initialise and start a LayFlatOperation
Note: The LayFlat functionality is mostly used for 3d printing and should probably be moved into the Cura project
"""
self.operationStarted.emit(self)
self._progress_message = Message(i18n_catalog.i18nc("@label", "Laying object flat on buildplate..."),
lifetime = 0,
dismissable = False,
title = i18n_catalog.i18nc("@title", "Object Rotation"))
self._progress_message.setProgress(0)
self._iterations = 0
self._total_iterations = 0
for selected_object in self._getSelectedObjectsWithoutSelectedAncestors():
self._layObjectFlat(selected_object)
self._progress_message.show()
operations = Selection.applyOperation(LayFlatOperation)
for op in operations:
op.progress.connect(self._layFlatProgress)
job = LayFlatJob(operations)
job.finished.connect(self._layFlatFinished)
job.start()
def _layObjectFlat(self, selected_object):
"""Lays the given object flat. The given object can be a group or not."""
if not selected_object.callDecoration("isGroup"):
self._total_iterations += selected_object.getMeshData().getVertexCount() * 2
else:
for child in selected_object.getChildren():
self._layObjectFlat(child)
def _layFlatProgress(self, iterations: int):
"""Called while performing the LayFlatOperation so progress can be shown
Note that the LayFlatOperation rate-limits these callbacks to prevent the UI from being flooded with property change notifications,
:param iterations: type(int) number of iterations performed since the last callback
"""
self._iterations += iterations
if self._progress_message:
self._progress_message.setProgress(min(100 * (self._iterations / self._total_iterations), 100))
def _layFlatFinished(self, job):
"""Called when the LayFlatJob is done running all of its LayFlatOperations
:param job: type(LayFlatJob)
"""
if self._progress_message:
self._progress_message.hide()
self._progress_message = None
self.operationStopped.emit(self)
class LayFlatJob(Job):
"""A LayFlatJob bundles multiple LayFlatOperations for multiple selected objects
The job is executed on its own thread, processing each operation in order, so it does not lock up the GUI.
"""
def __init__(self, operations):
super().__init__()
self._operations = operations
def run(self):
for op in self._operations:
op.process()
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