Make the code of the locked_nodes more readable

CURA-7440
This commit is contained in:
Kostas Karmas 2020-10-09 18:17:10 +02:00
parent a94ebc6261
commit 7e77910d10

View File

@ -44,7 +44,6 @@ from UM.Settings.InstanceContainer import InstanceContainer
from UM.Settings.SettingDefinition import SettingDefinition, DefinitionPropertyType from UM.Settings.SettingDefinition import SettingDefinition, DefinitionPropertyType
from UM.Settings.SettingFunction import SettingFunction from UM.Settings.SettingFunction import SettingFunction
from UM.Settings.Validator import Validator from UM.Settings.Validator import Validator
from UM.Util import parseBool
from UM.View.SelectionPass import SelectionPass # For typing. from UM.View.SelectionPass import SelectionPass # For typing.
from UM.Workspace.WorkspaceReader import WorkspaceReader from UM.Workspace.WorkspaceReader import WorkspaceReader
from UM.i18n import i18nCatalog from UM.i18n import i18nCatalog
@ -1383,7 +1382,7 @@ class CuraApplication(QtApplication):
def arrangeAll(self) -> None: def arrangeAll(self) -> None:
nodes_to_arrange = [] nodes_to_arrange = []
active_build_plate = self.getMultiBuildPlateModel().activeBuildPlate active_build_plate = self.getMultiBuildPlateModel().activeBuildPlate
fixed_nodes = [] locked_nodes = []
for node in DepthFirstIterator(self.getController().getScene().getRoot()): for node in DepthFirstIterator(self.getController().getScene().getRoot()):
if not isinstance(node, SceneNode): if not isinstance(node, SceneNode):
continue continue
@ -1406,11 +1405,11 @@ class CuraApplication(QtApplication):
bounding_box = node.getBoundingBox() bounding_box = node.getBoundingBox()
if bounding_box is None or bounding_box.width < self._volume.getBoundingBox().width or bounding_box.depth < self._volume.getBoundingBox().depth: if bounding_box is None or bounding_box.width < self._volume.getBoundingBox().width or bounding_box.depth < self._volume.getBoundingBox().depth:
# Arrange only the unlocked nodes and keep the locked ones in place # Arrange only the unlocked nodes and keep the locked ones in place
if not parseBool(node.getSetting(SceneNodeSettings.LockPosition)): if UM.Util.parseBool(node.getSetting(SceneNodeSettings.LockPosition)):
nodes_to_arrange.append(node) locked_nodes.append(node)
else: else:
fixed_nodes.append(node) nodes_to_arrange.append(node)
self.arrange(nodes_to_arrange, fixed_nodes = fixed_nodes) self.arrange(nodes_to_arrange, locked_nodes)
def arrange(self, nodes: List[SceneNode], fixed_nodes: List[SceneNode]) -> None: def arrange(self, nodes: List[SceneNode], fixed_nodes: List[SceneNode]) -> None:
"""Arrange a set of nodes given a set of fixed nodes """Arrange a set of nodes given a set of fixed nodes