Cura/cura/UI/ObjectsModel.py
Remco Burema abe7c1bf7f
Search/replace Qt5->Qt6.
part of upgrading Qt to v6.2: CURA-8591
2021-12-28 14:46:02 +01:00

239 lines
10 KiB
Python

# 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 PyQt6.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 reset)
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
@staticmethod
def _renameNodes(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)
node.setName(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"))
name_handled_as_group = False
force_rename = False
if is_group:
# Handle names for grouped nodes
original_name = self._group_name_prefix
current_name = node.getName()
if current_name.startswith(self._group_name_prefix):
# This group has a standard group name, but we may need to renumber it
name_index = int(current_name.split("#")[-1])
name_handled_as_group = True
elif not current_name:
# 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
name_handled_as_group = True
if not is_group or not name_handled_as_group:
# Handle names for individual nodes or groups that already have a non-group name
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])
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()
if node.callDecoration("isAntiOverhangMesh"):
node_mesh_type = "anti_overhang_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
elif node.callDecoration("isSupportMesh"):
node_mesh_type = "support_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
elif node.callDecoration("isCuttingMesh"):
node_mesh_type = "cutting_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
elif node.callDecoration("isInfillMesh"):
node_mesh_type = "infill_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
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)