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# Copyright (c) 2022 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.
import time
from typing import cast, List, Optional, Union
from PyQt6.QtCore import Qt, QTimer
from UM.Event import Event, MouseEvent, KeyEvent
from UM.Math.Float import Float
from UM.Math.Plane import Plane
from UM.Math.Vector import Vector
from UM.Operations.GroupedOperation import GroupedOperation
from UM.Operations.TranslateOperation import TranslateOperation
from UM.Scene.SceneNodeSettings import SceneNodeSettings
from UM.Scene.Selection import Selection
from UM.Scene.ToolHandle import ToolHandle
from UM.Tool import Tool
try:
from . import TranslateToolHandle
except (ImportError, SystemError):
import TranslateToolHandle # type: ignore # This fixes the tests not being able to import.
DIMENSION_TOLERANCE = 0.0001 # Tolerance value used for comparing dimensions from the UI.
DIRECTION_TOLERANCE = 0.0001 # Used to check if you're perpendicular on some axis
class TranslateTool(Tool):
"""Provides the tool to move meshes and groups.
The tool exposes a ToolHint to show the distance of the current operation.
"""
def __init__(self) -> None:
super().__init__()
self._handle = TranslateToolHandle.TranslateToolHandle() #type: TranslateToolHandle.TranslateToolHandle #Because for some reason MyPy thinks this variable contains Optional[ToolHandle].
self._enabled_axis = [ToolHandle.XAxis, ToolHandle.YAxis, ToolHandle.ZAxis]
self._grid_snap = False
self._grid_size = 10
self._moved = False
self._shortcut_key = Qt.Key.Key_T
self._distance_update_time = None #type: Optional[float]
self._distance = None #type: Optional[Vector]
self.setExposedProperties("ToolHint",
"X", "Y", "Z",
SceneNodeSettings.LockPosition)
self._update_selection_center_timer = QTimer()
self._update_selection_center_timer.setInterval(50)
self._update_selection_center_timer.setSingleShot(True)
self._update_selection_center_timer.timeout.connect(self.propertyChanged.emit)
# Ensure that the properties (X, Y & Z) are updated whenever the selection center is changed.
Selection.selectionCenterChanged.connect(self._onSelectionCenterChanged)
# CURA-5966 Make sure to render whenever objects get selected/deselected.
Selection.selectionChanged.connect(self.propertyChanged)
def _onSelectionCenterChanged(self):
self._update_selection_center_timer.start()
def getX(self) -> float:
"""Get the x-location of the selection bounding box center.
:return: X location in mm.
"""
if Selection.hasSelection():
return float(Selection.getBoundingBox().center.x)
return 0.0
def getY(self) -> float:
"""Get the y-location of the selection bounding box center.
:return: Y location in mm.
"""
if Selection.hasSelection():
# Note; The switching of z & y is intentional. We display z as up for the user,
# But store the data in openGL space.
return float(Selection.getBoundingBox().center.z)
return 0.0
def getZ(self) -> float:
"""Get the z-location of the selection bounding box bottom
The bottom is used as opposed to the center, because the biggest use
case is to push the selection into the build plate.
:return: Z location in mm.
"""
# We want to display based on the bottom instead of the actual coordinate.
if Selection.hasSelection():
# Note; The switching of z & y is intentional. We display z as up for the user,
# But store the data in openGL space.
return float(Selection.getBoundingBox().bottom)
return 0.0
@staticmethod
def _parseFloat(str_value: str) -> float:
try:
parsed_value = float(str_value)
except ValueError:
parsed_value = float(0)
return parsed_value
def setX(self, x: str) -> None:
"""Set the x-location of the selected object(s) by translating relative to
the selection bounding box center.
:param x: Location in mm.
"""
parsed_x = self._parseFloat(x)
bounding_box = Selection.getBoundingBox()
if not Float.fuzzyCompare(parsed_x, float(bounding_box.center.x), DIMENSION_TOLERANCE):
selected_nodes = self._getSelectedObjectsWithoutSelectedAncestors()
if len(selected_nodes) > 1:
op = GroupedOperation()
for selected_node in self._getSelectedObjectsWithoutSelectedAncestors():
world_position = selected_node.getWorldPosition()
new_position = world_position.set(x = parsed_x + (world_position.x - bounding_box.center.x))
node_op = TranslateOperation(selected_node, new_position, set_position = True)
op.addOperation(node_op)
op.push()
else:
for selected_node in self._getSelectedObjectsWithoutSelectedAncestors():
world_position = selected_node.getWorldPosition()
new_position = world_position.set(x = parsed_x + (world_position.x - bounding_box.center.x))
TranslateOperation(selected_node, new_position, set_position = True).push()
self._controller.toolOperationStopped.emit(self)
def setY(self, y: str) -> None:
"""Set the y-location of the selected object(s) by translating relative to
the selection bounding box center.
:param y: Location in mm.
"""
parsed_y = self._parseFloat(y)
bounding_box = Selection.getBoundingBox()
if not Float.fuzzyCompare(parsed_y, float(bounding_box.center.z), DIMENSION_TOLERANCE):
selected_nodes = self._getSelectedObjectsWithoutSelectedAncestors()
if len(selected_nodes) > 1:
op = GroupedOperation()
for selected_node in selected_nodes:
# Note; The switching of z & y is intentional. We display z as up for the user,
# But store the data in openGL space.
world_position = selected_node.getWorldPosition()
new_position = world_position.set(z = parsed_y + (world_position.z - bounding_box.center.z))
node_op = TranslateOperation(selected_node, new_position, set_position = True)
op.addOperation(node_op)
op.push()
else:
for selected_node in selected_nodes:
world_position = selected_node.getWorldPosition()
new_position = world_position.set(z = parsed_y + (world_position.z - bounding_box.center.z))
TranslateOperation(selected_node, new_position, set_position = True).push()
self._controller.toolOperationStopped.emit(self)
def setZ(self, z: str) -> None:
"""Set the y-location of the selected object(s) by translating relative to
the selection bounding box bottom.
:param z: Location in mm.
"""
parsed_z = self._parseFloat(z)
bounding_box = Selection.getBoundingBox()
if not Float.fuzzyCompare(parsed_z, float(bounding_box.bottom), DIMENSION_TOLERANCE):
selected_nodes = self._getSelectedObjectsWithoutSelectedAncestors()
if len(selected_nodes) > 1:
op = GroupedOperation()
for selected_node in selected_nodes:
# Note: The switching of z & y is intentional. We display z as up for the user,
# But store the data in openGL space.
world_position = selected_node.getWorldPosition()
new_position = world_position.set(y = parsed_z + (world_position.y - bounding_box.bottom))
node_op = TranslateOperation(selected_node, new_position, set_position = True)
op.addOperation(node_op)
op.push()
else:
for selected_node in selected_nodes:
world_position = selected_node.getWorldPosition()
new_position = world_position.set(y=parsed_z + (world_position.y - bounding_box.bottom))
TranslateOperation(selected_node, new_position, set_position=True).push()
self._controller.toolOperationStopped.emit(self)
def setEnabledAxis(self, axis: List[int]) -> None:
"""Set which axis/axes are enabled for the current translate operation
:param axis: List of axes (expressed as ToolHandle enum).
"""
self._enabled_axis = axis
self._handle.setEnabledAxis(axis)
def setLockPosition(self, value: bool) -> None:
"""Set lock setting to the object. This setting will be used to prevent
model movement on the build plate.
:param value: The setting state.
"""
for selected_node in self._getSelectedObjectsWithoutSelectedAncestors():
selected_node.setSetting(SceneNodeSettings.LockPosition, str(value))
def getLockPosition(self) -> Union[str, bool]:
total_size = Selection.getCount()
false_state_counter = 0
true_state_counter = 0
if not Selection.hasSelection():
return False
for selected_node in self._getSelectedObjectsWithoutSelectedAncestors():
if selected_node.getSetting(SceneNodeSettings.LockPosition, "False") != "False":
true_state_counter += 1
else:
false_state_counter += 1
if total_size == false_state_counter: # No locked positions
return False
elif total_size == true_state_counter: # All selected objects are locked
return True
else:
return "partially" # At least one, but not all are locked
def event(self, event: Event) -> bool:
"""Handle mouse and keyboard events.
:param event: The event to handle.
:return: Whether this event has been caught by this tool (True) or should
be passed on (False).
"""
super().event(event)
# Make sure the displayed values are updated if the bounding box of the selected mesh(es) changes
if event.type == Event.ToolActivateEvent:
for node in self._getSelectedObjectsWithoutSelectedAncestors():
node.boundingBoxChanged.connect(self.propertyChanged)
if event.type == Event.ToolDeactivateEvent:
for node in self._getSelectedObjectsWithoutSelectedAncestors():
node.boundingBoxChanged.disconnect(self.propertyChanged)
if event.type == Event.KeyPressEvent and cast(KeyEvent, event).key == KeyEvent.ShiftKey:
return False
if event.type == Event.MousePressEvent and self._controller.getToolsEnabled():
# Start a translate operation
if MouseEvent.LeftButton not in cast(MouseEvent, event).buttons:
return False
if not self._selection_pass:
return False
id = self._selection_pass.getIdAtPosition(cast(MouseEvent, event).x, cast(MouseEvent, event).y)
if not id:
return False
if id in self._enabled_axis:
self.setLockedAxis(id)
elif self._handle.isAxis(id):
return False
self._moved = False
camera = self._controller.getScene().getActiveCamera()
if not camera:
return False
camera_direction = camera.getPosition().normalized()
abs_x = abs(camera_direction.x)
abs_y = abs(camera_direction.y)
# We have to define a plane vector that is suitable for the selected toolhandle axis
# and at the same time the camera direction should not be exactly perpendicular to the plane vector
if id == ToolHandle.XAxis:
plane_vector = Vector(0, camera_direction.y, camera_direction.z).normalized()
elif id == ToolHandle.YAxis:
plane_vector = Vector(camera_direction.x, 0, camera_direction.z).normalized()
elif id == ToolHandle.ZAxis:
plane_vector = Vector(camera_direction.x, camera_direction.y, 0).normalized()
else:
if abs_y > DIRECTION_TOLERANCE:
plane_vector = Vector(0, 1, 0)
elif abs_x > DIRECTION_TOLERANCE:
plane_vector = Vector(1, 0, 0)
self.setLockedAxis(ToolHandle.ZAxis) # Do not move y / vertical
else:
plane_vector = Vector(0, 0, 1)
self.setLockedAxis(ToolHandle.XAxis) # Do not move y / vertical
self.setDragPlane(Plane(plane_vector, 0))
return True
if event.type == Event.MouseMoveEvent:
# Perform a translate operation
if not self.getDragPlane():
return False
x = cast(MouseEvent, event).x
y = cast(MouseEvent, event).y
if not self.getDragStart():
self.setDragStart(x, y)
return False
drag = self.getDragVector(x, y)
if drag:
if self._grid_snap and drag.length() < self._grid_size:
return False
if self.getLockedAxis() == ToolHandle.XAxis:
drag = drag.set(y = 0, z = 0)
elif self.getLockedAxis() == ToolHandle.YAxis:
drag = drag.set(x = 0, z = 0)
elif self.getLockedAxis() == ToolHandle.ZAxis:
drag = drag.set(x = 0, y = 0)
if not self._moved:
self._moved = True
self._distance = Vector(0, 0, 0)
self.operationStarted.emit(self)
selected_nodes = self._getSelectedObjectsWithoutSelectedAncestors()
if len(selected_nodes) > 1:
op = GroupedOperation()
for node in selected_nodes:
if node.getSetting(SceneNodeSettings.LockPosition, "False") == "False":
op.addOperation(TranslateOperation(node, drag))
op.push()
else:
for node in selected_nodes:
if node.getSetting(SceneNodeSettings.LockPosition, "False") == "False":
TranslateOperation(node, drag).push()
if not self._distance:
self._distance = Vector(0, 0, 0)
self._distance += drag
self.setDragStart(x, y)
# 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._distance_update_time or new_time - self._distance_update_time > 0.1:
self.propertyChanged.emit()
self._distance_update_time = new_time
return True
if event.type == Event.MouseReleaseEvent:
# Finish a translate operation
if self.getDragPlane():
self.operationStopped.emit(self)
self._distance = None
self.propertyChanged.emit()
self.setLockedAxis(ToolHandle.NoAxis)
self.setDragPlane(None)
self.setDragStart(cast(MouseEvent, event).x, cast(MouseEvent, event).y)
return True
return False
def getToolHint(self) -> Optional[str]:
"""Return a formatted distance of the current translate operation.
:return: Fully formatted string showing the distance by which the
mesh(es) are dragged.
"""
return "%.2f mm" % self._distance.length() if self._distance else None
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