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- # Copyright (c) 2016 Ultimaker B.V.
- # Uranium is released under the terms of the LGPLv3 or higher.
- from typing import Optional
- from UM.Scene.SceneNode import SceneNode
- from UM.Operations import Operation
- from UM.Math.Vector import Vector
- ## An operation that parents a scene node to another scene node.
- class SetParentOperation(Operation.Operation):
- ## Initialises this SetParentOperation.
- #
- # \param node The node which will be reparented.
- # \param parent_node The node which will be the parent.
- def __init__(self, node: SceneNode, parent_node: Optional[SceneNode]) -> None:
- super().__init__()
- self._node = node
- self._parent = parent_node
- self._old_parent = node.getParent() # To restore the previous parent in case of an undo.
- ## Undoes the set-parent operation, restoring the old parent.
- def undo(self) -> None:
- self._set_parent(self._old_parent)
- ## Re-applies the set-parent operation.
- def redo(self) -> None:
- self._set_parent(self._parent)
- ## Sets the parent of the node while applying transformations to the world-transform of the node stays the same.
- #
- # \param new_parent The new parent. Note: this argument can be None, which would hide the node from the scene.
- def _set_parent(self, new_parent: Optional[SceneNode]) -> None:
- if new_parent:
- current_parent = self._node.getParent()
- if current_parent:
- # Special casing for groups that have been removed.
- # In that case we want to put them back where they belong before checking the depth difference.
- # If we don't, we always get 0.
- old_parent = new_parent.callDecoration("getOldParent")
- if old_parent:
- new_parent.callDecoration("getNode").setParent(old_parent)
- # Based on the depth difference, we need to do something different.
- depth_difference = current_parent.getDepth() - new_parent.getDepth()
- child_transformation = self._node.getLocalTransformation()
- if depth_difference > 0:
- parent_transformation = current_parent.getLocalTransformation()
- # A node in the chain was removed, so we need to squash the parent info into all the nodes, so positions remain the same.
- self._node.setTransformation(parent_transformation.multiply(child_transformation))
- else:
- # A node is inserted into the chain, so use the inverse of the parent to set the transformation of it's children.
- parent_transformation = new_parent.getLocalTransformation()
- result = parent_transformation.getInverse().multiply(child_transformation, copy = True)
- self._node.setTransformation(result)
- self._node.setParent(new_parent)
- ## Returns a programmer-readable representation of this operation.
- #
- # \return A programmer-readable representation of this operation.
- def __repr__(self) -> str:
- return "SetParentOperation(node = {0}, parent_node={1})".format(self._node, self._parent)
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