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- # Copyright (c) 2020 Ultimaker B.V.
- # Cura is released under the terms of the LGPLv3 or higher.
- from UM.Logger import Logger
- import re
- from typing import Dict, List, Optional, Union
- from PyQt5.QtCore import QTimer, Qt
- from UM.Application import Application
- from UM.Qt.ListModel import ListModel
- from UM.Scene.Camera import Camera
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- from UM.Scene.SceneNode import SceneNode
- from UM.Scene.Selection import Selection
- from UM.i18n import i18nCatalog
- catalog = i18nCatalog("cura")
- # Simple convenience class to keep stuff together. Since we're still stuck on python 3.5, we can't use the full
- # typed named tuple, so we have to do it like this.
- # Once we are at python 3.6, feel free to change this to a named tuple.
- class _NodeInfo:
- def __init__(self, index_to_node: Optional[Dict[int, SceneNode]] = None, nodes_to_rename: Optional[List[SceneNode]] = None, is_group: bool = False) -> None:
- if index_to_node is None:
- index_to_node = {}
- if nodes_to_rename is None:
- nodes_to_rename = []
- self.index_to_node = index_to_node # type: Dict[int, SceneNode]
- self.nodes_to_rename = nodes_to_rename # type: List[SceneNode]
- self.is_group = is_group # type: bool
- class ObjectsModel(ListModel):
- """Keep track of all objects in the project"""
- NameRole = Qt.UserRole + 1
- SelectedRole = Qt.UserRole + 2
- OutsideAreaRole = Qt.UserRole + 3
- BuilplateNumberRole = Qt.UserRole + 4
- NodeRole = Qt.UserRole + 5
- PerObjectSettingsCountRole = Qt.UserRole + 6
- MeshTypeRole = Qt.UserRole + 7
- ExtruderNumberRole = Qt.UserRole + 8
- def __init__(self, parent = None) -> None:
- super().__init__(parent)
- self.addRoleName(self.NameRole, "name")
- self.addRoleName(self.SelectedRole, "selected")
- self.addRoleName(self.OutsideAreaRole, "outside_build_area")
- self.addRoleName(self.BuilplateNumberRole, "buildplate_number")
- self.addRoleName(self.ExtruderNumberRole, "extruder_number")
- self.addRoleName(self.PerObjectSettingsCountRole, "per_object_settings_count")
- self.addRoleName(self.MeshTypeRole, "mesh_type")
- self.addRoleName(self.NodeRole, "node")
- Application.getInstance().getController().getScene().sceneChanged.connect(self._updateSceneDelayed)
- Application.getInstance().getPreferences().preferenceChanged.connect(self._updateDelayed)
- Selection.selectionChanged.connect(self._updateDelayed)
- self._update_timer = QTimer()
- self._update_timer.setInterval(200)
- self._update_timer.setSingleShot(True)
- self._update_timer.timeout.connect(self._update)
- self._build_plate_number = -1
- self._group_name_template = catalog.i18nc("@label", "Group #{group_nr}")
- self._group_name_prefix = self._group_name_template.split("#")[0]
- self._naming_regex = re.compile("^(.+)\(([0-9]+)\)$")
- def setActiveBuildPlate(self, nr: int) -> None:
- if self._build_plate_number != nr:
- self._build_plate_number = nr
- self._update()
- def _updateSceneDelayed(self, source) -> None:
- if not isinstance(source, Camera):
- self._update_timer.start()
- def _updateDelayed(self, *args) -> None:
- self._update_timer.start()
- def _shouldNodeBeHandled(self, node: SceneNode) -> bool:
- is_group = bool(node.callDecoration("isGroup"))
- if not node.callDecoration("isSliceable") and not is_group:
- return False
- parent = node.getParent()
- if parent and parent.callDecoration("isGroup"):
- return False # Grouped nodes don't need resetting as their parent (the group) is resetted)
- node_build_plate_number = node.callDecoration("getBuildPlateNumber")
- if Application.getInstance().getPreferences().getValue("view/filter_current_build_plate") and node_build_plate_number != self._build_plate_number:
- return False
- return True
- def _renameNodes(self, node_info_dict: Dict[str, _NodeInfo]) -> List[SceneNode]:
- # Go through all names and find out the names for all nodes that need to be renamed.
- all_nodes = [] # type: List[SceneNode]
- for name, node_info in node_info_dict.items():
- # First add the ones that do not need to be renamed.
- for node in node_info.index_to_node.values():
- all_nodes.append(node)
- # Generate new names for the nodes that need to be renamed
- current_index = 0
- for node in node_info.nodes_to_rename:
- current_index += 1
- while current_index in node_info.index_to_node:
- current_index += 1
- if not node_info.is_group:
- new_group_name = "{0}({1})".format(name, current_index)
- else:
- new_group_name = "{0}#{1}".format(name, current_index)
- old_name = node.getName()
- node.setName(new_group_name)
- Logger.log("d", "Node [%s] renamed to [%s]", old_name, new_group_name)
- all_nodes.append(node)
- return all_nodes
- def _update(self, *args) -> None:
- nodes = [] # type: List[Dict[str, Union[str, int, bool, SceneNode]]]
- name_to_node_info_dict = {} # type: Dict[str, _NodeInfo]
- for node in DepthFirstIterator(Application.getInstance().getController().getScene().getRoot()): # type: ignore
- if not self._shouldNodeBeHandled(node):
- continue
- is_group = bool(node.callDecoration("isGroup"))
- force_rename = False
- if not is_group:
- # Handle names for individual nodes
- name = node.getName()
- name_match = self._naming_regex.fullmatch(name)
- if name_match is None:
- original_name = name
- name_index = 0
- else:
- original_name = name_match.groups()[0]
- name_index = int(name_match.groups()[1])
- else:
- # Handle names for grouped nodes
- original_name = self._group_name_prefix
- current_name = node.getName()
- if current_name.startswith(self._group_name_prefix):
- name_index = int(current_name.split("#")[-1])
- else:
- # Force rename this group because this node has not been named as a group yet, probably because
- # it's a newly created group.
- name_index = 0
- force_rename = True
- if original_name not in name_to_node_info_dict:
- # Keep track of 2 things:
- # - known indices for nodes which doesn't need to be renamed
- # - a list of nodes that need to be renamed. When renaming then, we should avoid using the known indices.
- name_to_node_info_dict[original_name] = _NodeInfo(is_group = is_group)
- node_info = name_to_node_info_dict[original_name]
- if not force_rename and name_index not in node_info.index_to_node:
- node_info.index_to_node[name_index] = node
- else:
- node_info.nodes_to_rename.append(node)
- all_nodes = self._renameNodes(name_to_node_info_dict)
- for node in all_nodes:
- if hasattr(node, "isOutsideBuildArea"):
- is_outside_build_area = node.isOutsideBuildArea() # type: ignore
- else:
- is_outside_build_area = False
- node_build_plate_number = node.callDecoration("getBuildPlateNumber")
- node_mesh_type = ""
- per_object_settings_count = 0
- per_object_stack = node.callDecoration("getStack")
- if per_object_stack:
- per_object_settings_count = per_object_stack.getTop().getNumInstances()
- for mesh_type in ["anti_overhang_mesh", "infill_mesh", "cutting_mesh", "support_mesh"]:
- if per_object_stack.getProperty(mesh_type, "value"):
- node_mesh_type = mesh_type
- per_object_settings_count -= 1 # do not count this mesh type setting
- break
- if per_object_settings_count > 0:
- if node_mesh_type == "support_mesh":
- # support meshes only allow support settings
- per_object_settings_count = 0
- for key in per_object_stack.getTop().getAllKeys():
- if per_object_stack.getTop().getInstance(key).definition.isAncestor("support"):
- per_object_settings_count += 1
- elif node_mesh_type == "anti_overhang_mesh":
- # anti overhang meshes ignore per model settings
- per_object_settings_count = 0
- extruder_position = node.callDecoration("getActiveExtruderPosition")
- if extruder_position is None:
- extruder_number = -1
- else:
- extruder_number = int(extruder_position)
- if node_mesh_type == "anti_overhang_mesh" or node.callDecoration("isGroup"):
- # for anti overhang meshes and groups the extruder nr is irrelevant
- extruder_number = -1
- nodes.append({
- "name": node.getName(),
- "selected": Selection.isSelected(node),
- "outside_build_area": is_outside_build_area,
- "buildplate_number": node_build_plate_number,
- "extruder_number": extruder_number,
- "per_object_settings_count": per_object_settings_count,
- "mesh_type": node_mesh_type,
- "node": node
- })
- nodes = sorted(nodes, key=lambda n: n["name"])
- self.setItems(nodes)
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