Beispiel #1
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    def test_toMatrix(self):
        q1 = Quaternion()
        q1.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        m1 = q1.toMatrix()

        m2 = Matrix()
        m2.setByRotationAxis(math.pi / 2, Vector.Unit_Z)

        self.assertTrue(Float.fuzzyCompare(m1.at(0, 0), m2.at(0, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(0, 1), m2.at(0, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(0, 2), m2.at(0, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(0, 3), m2.at(0, 3), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 0), m2.at(1, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 1), m2.at(1, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 2), m2.at(1, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 3), m2.at(1, 3), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 0), m2.at(2, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 1), m2.at(2, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 2), m2.at(2, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 3), m2.at(2, 3), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 0), m2.at(3, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 1), m2.at(3, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 2), m2.at(3, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 3), m2.at(3, 3), 1e-6))
Beispiel #2
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    def __init__(self, parent=None):
        super().__init__()  # Call super to make multiple inheritence work.

        self._children = []
        self._mesh_data = None

        self._position = Vector()
        self._scale = Vector(1.0, 1.0, 1.0)
        self._orientation = Quaternion()

        self._transformation = None
        self._world_transformation = None

        self._derived_position = None
        self._derived_orientation = None
        self._derived_scale = None

        self._inherit_orientation = True
        self._inherit_scale = True

        self._parent = parent
        self._enabled = True
        self._selectable = False
        self._calculate_aabb = True
        self._aabb = None
        self._aabb_job = None
        self._visible = True
        self._name = ""
        self._decorators = []
        self._bounding_box_mesh = None
        self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh)
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)
Beispiel #3
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    def setZ(self, Z):
        if float(Z) != self._Z_angle:
            self._angle = ((float(Z) % 360) - (self._Z_angle % 360)) % 360

            self._Z_angle = float(Z)

            #rotation = Quaternion.fromAngleAxis(math.radians( self._angle ), Vector.Unit_Z)
            rotation = Quaternion()
            rotation.setByAngleAxis(math.radians(self._angle), Vector.Unit_Z)

            # Save the current positions of the node, as we want to rotate around their current centres
            self._saved_node_positions = []
            for node in Selection.getAllSelectedObjects():
                self._saved_node_positions.append((node, node.getPosition()))
                node._rotationZ = self._Z_angle

            # 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._angle_update_time or new_time - self._angle_update_time > 0.1:
                self._angle_update_time = new_time

                # Rotate around the saved centeres of all selected nodes
                op = GroupedOperation()
                for node, position in self._saved_node_positions:
                    op.addOperation(
                        RotateOperation(node,
                                        rotation,
                                        rotate_around_point=position))
                op.push()

            self._angle = 0
            self.propertyChanged.emit()
Beispiel #4
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    def test_toMatrix(self):
        q1 = Quaternion()
        q1.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        m1 = q1.toMatrix()

        m2 = Matrix()
        m2.setByRotationAxis(math.pi / 2, Vector.Unit_Z)

        self.assertTrue(Float.fuzzyCompare(m1.at(0, 0), m2.at(0, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(0, 1), m2.at(0, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(0, 2), m2.at(0, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(0, 3), m2.at(0, 3), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 0), m2.at(1, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 1), m2.at(1, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 2), m2.at(1, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(1, 3), m2.at(1, 3), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 0), m2.at(2, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 1), m2.at(2, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 2), m2.at(2, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(2, 3), m2.at(2, 3), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 0), m2.at(3, 0), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 1), m2.at(3, 1), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 2), m2.at(3, 2), 1e-6))
        self.assertTrue(Float.fuzzyCompare(m1.at(3, 3), m2.at(3, 3), 1e-6))
Beispiel #5
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    def run(self):
        for node in self._nodes:
            transformed_vertices = node.getMeshDataTransformed().getVertices()

            result = Tweak(
                transformed_vertices,
                extended_mode=self._extended_mode,
                verbose=False,
                progress_callback=self.updateProgress,
                min_volume=CuraApplication.getInstance().getPreferences(
                ).getValue("OrientationPlugin/min_volume"))

            [v, phi] = result.euler_parameter

            # Convert the new orientation into quaternion
            new_orientation = Quaternion.fromAngleAxis(
                phi, Vector(-v[0], -v[1], -v[2]))
            # Rotate the axis frame.
            rotation = Quaternion.fromAngleAxis(-0.5 * math.pi,
                                                Vector(1, 0, 0))
            new_orientation = rotation * new_orientation

            # Ensure node gets the new orientation
            node.rotate(new_orientation, SceneNode.TransformSpace.World)

            Job.yieldThread()
Beispiel #6
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    def _updateTransformation(self) -> None:
        scale, shear, euler_angles, translation, mirror = self._transformation.decompose(
        )
        self._position = translation
        self._scale = scale
        self._shear = shear
        self._mirror = mirror
        orientation = Quaternion()
        euler_angle_matrix = Matrix()
        euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y,
                                      euler_angles.z)
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
        if self._parent:
            self._world_transformation = self._parent.getWorldTransformation(
            ).multiply(self._transformation, copy=True)
        else:
            self._world_transformation = self._transformation

        world_scale, world_shear, world_euler_angles, world_translation, world_mirror = self._world_transformation.decompose(
        )
        self._derived_position = world_translation
        self._derived_scale = world_scale

        world_euler_angle_matrix = Matrix()
        world_euler_angle_matrix.setByEuler(world_euler_angles.x,
                                            world_euler_angles.y,
                                            world_euler_angles.z)
        self._derived_orientation.setByMatrix(world_euler_angle_matrix)
Beispiel #7
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    def test_getData(self):
        q = Quaternion(1, 2, 3, 4)

        data = q.getData()
        assert data[0] == 1
        assert data[1] == 2
        assert data[2] == 3
        assert data[3] == 4
Beispiel #8
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    def process(self):
        # Based on https://github.com/daid/Cura/blob/SteamEngine/Cura/util/printableObject.py#L207
        # Note: Y & Z axis are swapped

        transformed_vertices = self._node.getMeshDataTransformed().getVertices()
        min_y_vertex = transformed_vertices[transformed_vertices.argmin(0)[1]]
        dot_min = 1.0
        dot_v = None

        for v in transformed_vertices:
            diff = v - min_y_vertex
            length = math.sqrt(diff[0] * diff[0] + diff[2] * diff[2] + diff[1] * diff[1])
            if length < 5:
                continue
            dot = (diff[1] / length)
            if dot_min > dot:
                dot_min = dot
                dot_v = diff
            self._emitProgress(1)

        if dot_v is None:
            self._emitProgress(len(transformed_vertices))
            return

        rad = math.atan2(dot_v[2], dot_v[0])
        self._node.rotate(Quaternion.fromAngleAxis(rad, Vector.Unit_Y), SceneNode.TransformSpace.Parent)


        rad = -math.asin(dot_min)
        self._node.rotate(Quaternion.fromAngleAxis(rad, Vector.Unit_Z), SceneNode.TransformSpace.Parent)

        transformed_vertices = self._node.getMeshDataTransformed().getVertices()
        min_y_vertex = transformed_vertices[transformed_vertices.argmin(0)[1]]
        dot_min = 1.0
        dot_v = None

        for v in transformed_vertices:
            diff = v - min_y_vertex
            length = math.sqrt(diff[2] * diff[2] + diff[1] * diff[1])
            if length < 5:
                continue
            dot = (diff[1] / length)
            if dot_min > dot:
                dot_min = dot
                dot_v = diff
            self._emitProgress(1)

        if dot_v is None:
            self._node.setOrientation(self._old_orientation)
            return

        if dot_v[2] < 0:
            rad = -math.asin(dot_min)
        else:
            rad = math.asin(dot_min)
        self._node.rotate(Quaternion.fromAngleAxis(rad, Vector.Unit_X), SceneNode.TransformSpace.Parent)

        self._new_orientation = self._node.getOrientation()
Beispiel #9
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    def test_setByAxis(self):
        q = Quaternion()

        q.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        self.assertEqual(q.x, 0.0)
        self.assertEqual(q.y, 0.0)
        self.assertTrue(Float.fuzzyCompare(q.z, math.sqrt(2.0) / 2.0, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q.w, math.sqrt(2.0) / 2.0, 1e-6))
Beispiel #10
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    def _updateLocalTransformation(self):
        translation, euler_angle_matrix, scale, shear = self._transformation.decompose()

        self._position = translation
        self._scale = scale
        self._shear = shear
        orientation = Quaternion()
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
Beispiel #11
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    def test_setByAxis(self):
        q = Quaternion()

        q.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        self.assertEqual(q.x, 0.0)
        self.assertEqual(q.y, 0.0)
        self.assertTrue(Float.fuzzyCompare(q.z, math.sqrt(2.0) / 2.0, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q.w, math.sqrt(2.0) / 2.0, 1e-6))
Beispiel #12
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    def _updateLocalTransformation(self):
        translation, euler_angle_matrix, scale, shear = self._transformation.decompose()

        self._position = translation
        self._scale = scale
        self._shear = shear
        orientation = Quaternion()
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
Beispiel #13
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    def test_invert(self):
        q1 = Quaternion()
        q1.setByAngleAxis(math.pi, Vector.Unit_Z)

        q1.invert()

        q2 = Quaternion()
        q2.setByAngleAxis(math.pi, -Vector.Unit_Z)

        self.assertEqual(q1, q2)
Beispiel #14
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    def test_rotateVector(self):
        q1 = Quaternion()
        q1.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        v = Vector(0, 1, 0)
        v = q1.rotate(v)

        self.assertTrue(Float.fuzzyCompare(v.x, -1.0, 1e-6))
        self.assertTrue(Float.fuzzyCompare(v.y, 0.0, 1e-6))
        self.assertTrue(Float.fuzzyCompare(v.z, 0.0, 1e-6))
Beispiel #15
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    def test_rotateVector(self):
        q1 = Quaternion()
        q1.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        v = Vector(0, 1, 0)
        v = q1.rotate(v)

        self.assertTrue(Float.fuzzyCompare(v.x, -1.0, 1e-6))
        self.assertTrue(Float.fuzzyCompare(v.y, 0.0, 1e-6))
        self.assertTrue(Float.fuzzyCompare(v.z, 0.0, 1e-6))
Beispiel #16
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    def __init__(self,
                 parent: Optional["SceneNode"] = None,
                 visible: bool = True,
                 name: str = "") -> None:
        super().__init__()  # Call super to make multiple inheritance work.

        self._children = []  # type: List[SceneNode]
        self._mesh_data = None  # type: Optional[MeshData]

        # Local transformation (from parent to local)
        self._transformation = Matrix()  # type: Matrix

        # Convenience "components" of the transformation
        self._position = Vector()  # type: Vector
        self._scale = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._shear = Vector(0.0, 0.0, 0.0)  # type: Vector
        self._mirror = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._orientation = Quaternion()  # type: Quaternion

        # World transformation (from root to local)
        self._world_transformation = Matrix()  # type: Matrix

        # Convenience "components" of the world_transformation
        self._derived_position = Vector()  # type: Vector
        self._derived_orientation = Quaternion()  # type: Quaternion
        self._derived_scale = Vector()  # type: Vector

        self._parent = parent  # type: Optional[SceneNode]

        # Can this SceneNode be modified in any way?
        self._enabled = True  # type: bool
        # Can this SceneNode be selected in any way?
        self._selectable = False  # type: bool

        # Should the AxisAlignedBoundingBox be re-calculated?
        self._calculate_aabb = False  # type: bool

        # The AxisAligned bounding box.
        self._aabb = None  # type: Optional[AxisAlignedBox]
        self._bounding_box_mesh = None  # type: Optional[MeshData]

        self._visible = visible  # type: bool
        self._name = name  # type: str
        self._decorators = []  # type: List[SceneNodeDecorator]

        # Store custom settings to be compatible with Savitar SceneNode
        self._settings = {}  #type: Dict[str, Any]

        ## Signals
        self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh)
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)
Beispiel #17
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    def test_rotate(self):
        node = SceneNode()

        self.assertEqual(node.getOrientation(), Quaternion())

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        self.assertEqual(node.getOrientation(), Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        self.assertEqual(node.getOrientation(), Quaternion.fromAngleAxis(math.pi / 2, Vector.Unit_Z))
Beispiel #18
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    def test_rotate(self):
        node = SceneNode()

        self.assertEqual(node.getOrientation(), Quaternion())

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        self.assertEqual(node.getOrientation(), Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        self.assertEqual(node.getOrientation(), Quaternion.fromAngleAxis(math.pi / 2, Vector.Unit_Z))
Beispiel #19
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    def test_fromMatrix(self):
        m = Matrix()
        m.setByRotationAxis(math.pi / 2, Vector.Unit_Z)

        q1 = Quaternion.fromMatrix(m)

        q2 = Quaternion()
        q2.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        self.assertTrue(Float.fuzzyCompare(q1.x, q2.x, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q1.y, q2.y, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q1.z, q2.z, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q1.w, q2.w, 1e-6))
Beispiel #20
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    def test_fromMatrix(self):
        m = Matrix()
        m.setByRotationAxis(math.pi / 2, Vector.Unit_Z)

        q1 = Quaternion.fromMatrix(m)

        q2 = Quaternion()
        q2.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        self.assertTrue(Float.fuzzyCompare(q1.x, q2.x, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q1.y, q2.y, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q1.z, q2.z, 1e-6))
        self.assertTrue(Float.fuzzyCompare(q1.w, q2.w, 1e-6))
Beispiel #21
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    def __init__(self, parent: Optional["SceneNode"] = None, visible: bool = True, name: str = "") -> None:
        super().__init__()  # Call super to make multiple inheritance work.

        self._children = []     # type: List[SceneNode]
        self._mesh_data = None  # type: Optional[MeshData]

        # Local transformation (from parent to local)
        self._transformation = Matrix()  # type: Matrix

        # Convenience "components" of the transformation
        self._position = Vector()  # type: Vector
        self._scale = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._shear = Vector(0.0, 0.0, 0.0)  # type: Vector
        self._mirror = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._orientation = Quaternion()  # type: Quaternion

        # World transformation (from root to local)
        self._world_transformation = Matrix()  # type: Matrix

        # Convenience "components" of the world_transformation
        self._derived_position = Vector()  # type: Vector
        self._derived_orientation = Quaternion()  # type: Quaternion
        self._derived_scale = Vector()  # type: Vector

        self._parent = parent  # type: Optional[SceneNode]

        # Can this SceneNode be modified in any way?
        self._enabled = True  # type: bool
        # Can this SceneNode be selected in any way?
        self._selectable = False  # type: bool

        # Should the AxisAlignedBoundingBox be re-calculated?
        self._calculate_aabb = True  # type: bool

        # The AxisAligned bounding box.
        self._aabb = None  # type: Optional[AxisAlignedBox]
        self._bounding_box_mesh = None  # type: Optional[MeshData]

        self._visible = visible  # type: bool
        self._name = name  # type: str
        self._decorators = []  # type: List[SceneNodeDecorator]

        # Store custom settings to be compatible with Savitar SceneNode
        self._settings = {}  # type: Dict[str, Any]

        ## Signals
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)
Beispiel #22
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    def __init__(self, parent = None, **kwargs):
        super().__init__()  # Call super to make multiple inheritance work.

        self._children = []     # type: List[SceneNode]
        self._mesh_data = None  # type: MeshData

        # Local transformation (from parent to local)
        self._transformation = Matrix()  # type: Matrix

        # Convenience "components" of the transformation
        self._position = Vector()  # type: Vector
        self._scale = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._shear = Vector(0.0, 0.0, 0.0)  # type: Vector
        self._mirror = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._orientation = Quaternion()  # type: Quaternion

        # World transformation (from root to local)
        self._world_transformation = Matrix()  # type: Matrix

        # Convenience "components" of the world_transformation
        self._derived_position = Vector()  # type: Vector
        self._derived_orientation = Quaternion()  # type: Quaternion
        self._derived_scale = Vector()  # type: Vector

        self._parent = parent  # type: Optional[SceneNode]

        # Can this SceneNode be modified in any way?
        self._enabled = True  # type: bool
        # Can this SceneNode be selected in any way?
        self._selectable = False  # type: bool

        # Should the AxisAlignedBounxingBox be re-calculated?
        self._calculate_aabb = True  # type: bool

        # The AxisAligned bounding box.
        self._aabb = None  # type: Optional[AxisAlignedBox]
        self._bounding_box_mesh = None  # type: Optional[MeshData]

        self._visible = kwargs.get("visible", True)  # type: bool
        self._name = kwargs.get("name", "")  # type: str
        self._decorators = []  # type: List[SceneNodeDecorator]

        ## Signals
        self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh)
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)
Beispiel #23
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    def test_multiply(self):
        q1 = Quaternion()
        q1.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        q2 = Quaternion()
        q2.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        q3 = q1 * q2

        q4 = Quaternion()
        q4.setByAngleAxis(math.pi, Vector.Unit_Z)
        self.assertEqual(q3, q4)
Beispiel #24
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    def resetAll(self):
        nodes = []
        for node in DepthFirstIterator(
                self.getController().getScene().getRoot()):
            if type(node) is not SceneNode:
                continue
            if not node.getMeshData() and not node.callDecoration("isGroup"):
                continue  #Node that doesnt have a mesh and is not a group.
            if node.getParent() and node.getParent().callDecoration("isGroup"):
                continue  #Grouped nodes don't need resetting as their parent (the group) is resetted)
            nodes.append(node)

        if nodes:
            op = GroupedOperation()

            for node in nodes:
                # Ensure that the object is above the build platform
                move_distance = node.getBoundingBox().center.y
                if move_distance <= 0:
                    move_distance = -node.getBoundingBox().bottom
                op.addOperation(
                    SetTransformOperation(node, Vector(0, move_distance, 0),
                                          Quaternion(), Vector(1, 1, 1)))

            op.push()
Beispiel #25
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    def test_rotate(self):
        node = SceneNode()

        self.assertEqual(node.getOrientation(), Quaternion())

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node_orientation = deepcopy(node.getOrientation())
        node_orientation.normalize() #For fair comparison.
        self.assertEqual(node_orientation, Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node_orientation = deepcopy(node.getOrientation())
        node_orientation.normalize()
        self.assertEqual(node_orientation, Quaternion.fromAngleAxis(math.pi / 2, Vector.Unit_Z))
Beispiel #26
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    def _updateTransformation(self):
        self._transformation = Matrix.fromPositionOrientationScale(
            self._position, self._orientation, self._scale)

        if self._parent:
            parent_orientation = self._parent._getDerivedOrientation()
            if self._inherit_orientation:
                self._derived_orientation = parent_orientation * self._orientation
            else:
                self._derived_orientation = self._orientation

            # Sometimes the derived orientation can be None.
            # I've not been able to locate the cause of this, but this prevents it being an issue.
            if not self._derived_orientation:
                self._derived_orientation = Quaternion()

            parent_scale = self._parent._getDerivedScale()
            if self._inherit_scale:
                self._derived_scale = parent_scale.scale(self._scale)
            else:
                self._derived_scale = self._scale

            self._derived_position = parent_orientation.rotate(
                parent_scale.scale(self._position))
            self._derived_position += self._parent._getDerivedPosition()

            self._world_transformation = Matrix.fromPositionOrientationScale(
                self._derived_position, self._derived_orientation,
                self._derived_scale)
        else:
            self._derived_position = self._position
            self._derived_orientation = self._orientation
            self._derived_scale = self._scale
            self._world_transformation = self._transformation
Beispiel #27
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    def __init__(self, parent=None):
        super().__init__()  # Call super to make multiple inheritence work.

        self._children = []
        self._mesh_data = None

        self._position = Vector()
        self._scale = Vector(1.0, 1.0, 1.0)
        self._orientation = Quaternion()

        self._transformation = None
        self._world_transformation = None

        self._derived_position = None
        self._derived_orientation = None
        self._derived_scale = None

        self._inherit_orientation = True
        self._inherit_scale = True

        self._parent = parent
        self._enabled = True
        self._selectable = False
        self._calculate_aabb = True
        self._aabb = None
        self._aabb_job = None
        self._visible = True
        self._name = ""
        self._decorators = []
        self._bounding_box_mesh = None
        self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh)
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)
Beispiel #28
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    def resetRotation(self):

        for node in Selection.getAllSelectedObjects():
            node.setMirror(Vector(1, 1, 1))

        Selection.applyOperation(SetTransformOperation, None, Quaternion(),
                                 None)
Beispiel #29
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    def resetRotation(self):

        for node in self._getSelectedObjectsWithoutSelectedAncestors():
            node.setMirror(Vector(1, 1, 1))

        Selection.applyOperation(SetTransformOperation, None, Quaternion(),
                                 None)
Beispiel #30
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    def setOrientation(self,
                       orientation: Quaternion,
                       transform_space: int = TransformSpace.Local):
        if not self._enabled or orientation == self._orientation:
            return

        new_transform_matrix = Matrix()
        if transform_space == SceneNode.TransformSpace.World:
            if self.getWorldOrientation() == orientation:
                return
            new_orientation = orientation * (
                self.getWorldOrientation() *
                self._orientation.getInverse()).getInverse()
            orientation_matrix = new_orientation.toMatrix()
        else:  # Local
            orientation_matrix = orientation.toMatrix()

        euler_angles = orientation_matrix.getEuler()

        new_transform_matrix.compose(scale=self._scale,
                                     angles=euler_angles,
                                     translate=self._position,
                                     shear=self._shear)
        self._transformation = new_transform_matrix
        self._transformChanged()
Beispiel #31
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    def resetRotation(self):
        """Reset the orientation of the mesh(es) to their original orientation(s)"""

        for node in self._getSelectedObjectsWithoutSelectedAncestors():
            node.setMirror(Vector(1, 1, 1))

        Selection.applyOperation(SetTransformOperation, None, Quaternion(), None)
Beispiel #32
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    def setOrientation(self,
                       orientation: Quaternion,
                       transform_space: int = TransformSpace.Local) -> None:
        """Set the local orientation of this scene node.

        :param orientation: :type{Quaternion} The new orientation of this scene node.
        :param transform_space: The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace.
        """

        if not self._enabled or orientation == self._orientation:
            return

        if transform_space == SceneNode.TransformSpace.World:
            if self.getWorldOrientation() == orientation:
                return
            new_orientation = orientation * (
                self.getWorldOrientation() *
                self._orientation.getInverse()).invert()
            orientation_matrix = new_orientation.toMatrix()
        else:  # Local
            orientation_matrix = orientation.toMatrix()

        euler_angles = orientation_matrix.getEuler()
        new_transform_matrix = Matrix()
        new_transform_matrix.compose(scale=self._scale,
                                     angles=euler_angles,
                                     translate=self._position,
                                     shear=self._shear)
        self._transformation = new_transform_matrix
        self._transformChanged()
Beispiel #33
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    def resetAll(self):
        Logger.log("i", "Resetting all scene transformations")
        nodes = []
        for node in DepthFirstIterator(
                self.getController().getScene().getRoot()):
            if type(node) is not SceneNode:
                continue
            if not node.getMeshData() and not node.callDecoration("isGroup"):
                continue  # Node that doesnt have a mesh and is not a group.
            if node.getParent() and node.getParent().callDecoration("isGroup"):
                continue  # Grouped nodes don't need resetting as their parent (the group) is resetted)
            nodes.append(node)

        if nodes:
            op = GroupedOperation()
            for node in nodes:
                # Ensure that the object is above the build platform
                node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator)
                center_y = 0
                if node.callDecoration("isGroup"):
                    center_y = node.getWorldPosition().y - node.getBoundingBox(
                    ).bottom
                else:
                    center_y = node.getMeshData().getCenterPosition().y
                op.addOperation(
                    SetTransformOperation(node, Vector(0, center_y, 0),
                                          Quaternion(), Vector(1, 1, 1)))
            op.push()
 def nodePostProcessing(self, node):
     # TODO: Investigate how the status is on SolidWorks 2018 (now beta)
     if self._revision_major >= 24:  # Known problem under SolidWorks 2016 until 2017: Exported models are rotated by -90 degrees. This rotates it back!
         rotation = Quaternion.fromAngleAxis(math.radians(90),
                                             Vector.Unit_X)
         node.rotate(rotation)
     return node
Beispiel #35
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    def _onSelectedFaceChanged(self):
        self._handle.setEnabled(not Selection.getFaceSelectMode())

        selected_face = Selection.getSelectedFace()
        if not Selection.getSelectedFace() or not (Selection.hasSelection() and Selection.getFaceSelectMode()):
            return

        original_node, face_id = selected_face
        meshdata = original_node.getMeshDataTransformed()
        if not meshdata or face_id < 0:
            return

        rotation_point, face_normal = meshdata.getFacePlane(face_id)
        rotation_point_vector = Vector(rotation_point[0], rotation_point[1], rotation_point[2])
        face_normal_vector = Vector(face_normal[0], face_normal[1], face_normal[2])
        rotation_quaternion = Quaternion.rotationTo(face_normal_vector.normalized(), Vector(0.0, -1.0, 0.0))

        operation = GroupedOperation()
        current_node = None  # type: Optional[SceneNode]
        for node in Selection.getAllSelectedObjects():
            current_node = node
            parent_node = current_node.getParent()
            while parent_node and parent_node.callDecoration("isGroup"):
                current_node = parent_node
                parent_node = current_node.getParent()
        if current_node is None:
            return

        rotate_operation = RotateOperation(current_node, rotation_quaternion, rotation_point_vector)
        operation.addOperation(rotate_operation)
        operation.push()
Beispiel #36
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    def test_create(self):
        q = Quaternion()

        self.assertEqual(q.x, 0.0)
        self.assertEqual(q.y, 0.0)
        self.assertEqual(q.z, 0.0)
        self.assertEqual(q.w, 1.0)
Beispiel #37
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def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
                                   build_volume: "BuildVolume",
                                   fixed_nodes: Optional[List["SceneNode"]] = None,
                                   factor = 10000,
                                   add_new_nodes_in_scene: bool = False)  -> Tuple[GroupedOperation, int]:
    scene_root = Application.getInstance().getController().getScene().getRoot()
    found_solution_for_all, node_items = findNodePlacement(nodes_to_arrange, build_volume, fixed_nodes, factor)

    not_fit_count = 0
    grouped_operation = GroupedOperation()
    for node, node_item in zip(nodes_to_arrange, node_items):
        if add_new_nodes_in_scene:
            grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))

        if node_item.binId() == 0:
            # We found a spot for it
            rotation_matrix = Matrix()
            rotation_matrix.setByRotationAxis(node_item.rotation(), Vector(0, -1, 0))
            grouped_operation.addOperation(RotateOperation(node, Quaternion.fromMatrix(rotation_matrix)))
            grouped_operation.addOperation(TranslateOperation(node, Vector(node_item.translation().x() / factor, 0,
                                                                           node_item.translation().y() / factor)))
        else:
            # We didn't find a spot
            grouped_operation.addOperation(
                TranslateOperation(node, Vector(200, node.getWorldPosition().y, -not_fit_count * 20), set_position = True))
            not_fit_count += 1

    return grouped_operation, not_fit_count
Beispiel #38
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    def __init__(self, parent = None):
        super().__init__() # Call super to make multiple inheritence work.

        self._children = []
        self._mesh_data = None

        self._position = Vector()
        self._scale = Vector(1.0, 1.0, 1.0)
        self._orientation = Quaternion()

        self._transformation = None
        self._world_transformation = None

        self._derived_position = None
        self._derived_orientation = None
        self._derived_scale = None

        self._inherit_orientation = True
        self._inherit_scale = True

        self._parent = parent
        self._enabled = True
        self._selectable = False
        self._calculate_aabb = True
        self._aabb = None
        self._aabb_job = None
        self._visible = True
        self._name = ""

        if parent:
            parent.addChild(self)
Beispiel #39
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    def lookAt(self, target, up=Vector.Unit_Y):
        if not self._enabled:
            return

        eye = self.getWorldPosition()
        f = (target - eye).normalize()
        up.normalize()
        s = f.cross(up).normalize()
        u = s.cross(f).normalize()

        m = Matrix([[s.x, u.x, -f.x, 0.0], [s.y, u.y, -f.y, 0.0], [s.z, u.z, -f.z, 0.0], [0.0, 0.0, 0.0, 1.0]])

        if self._parent:
            self._orientation = self._parent._getDerivedOrientation() * Quaternion.fromMatrix(m)
        else:
            self._orientation = Quaternion.fromMatrix(m)
        self._transformChanged()
Beispiel #40
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    def test_invert(self):
        q1 = Quaternion()
        q1.setByAngleAxis(math.pi, Vector.Unit_Z)

        q1.invert()

        q2 = Quaternion()
        q2.setByAngleAxis(math.pi, -Vector.Unit_Z)

        self.assertEqual(q1, q2)
    def test_rotate(self):
        node = SceneNode()

        self.assertEqual(node.getOrientation(), Quaternion())

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node_orientation = deepcopy(node.getOrientation())
        node_orientation.normalize()  #For fair comparison.
        self.assertEqual(node_orientation,
                         Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node.rotate(Quaternion.fromAngleAxis(math.pi / 4, Vector.Unit_Z))

        node_orientation = deepcopy(node.getOrientation())
        node_orientation.normalize()
        self.assertEqual(node_orientation,
                         Quaternion.fromAngleAxis(math.pi / 2, Vector.Unit_Z))
Beispiel #42
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    def _getDerivedOrientation(self):
        if not self._derived_orientation:
            self._updateTransformation()

        # Sometimes the derived orientation can be None.
        # I've not been able to locate the cause of this, but this prevents it being an issue.
        if not self._derived_orientation:
            self._derived_orientation = Quaternion()
        return self._derived_orientation
Beispiel #43
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    def __init__(self, parent = None, **kwargs):
        super().__init__()  # Call super to make multiple inheritance work.

        self._children = []
        self._mesh_data = None

        # Local transformation (from parent to local)
        self._transformation = Matrix()

        # Convenience "components" of the transformation
        self._position = Vector()
        self._scale = Vector(1.0, 1.0, 1.0)
        self._shear = Vector(0.0, 0.0, 0.0)
        self._mirror = Vector(1.0, 1.0, 1.0)
        self._orientation = Quaternion()

        # World transformation (from root to local)
        self._world_transformation = Matrix()

        # Convenience "components" of the world_transformation
        self._derived_position = Vector()
        self._derived_orientation = Quaternion()
        self._derived_scale = Vector()

        self._parent = parent
        self._enabled = True  # Can this SceneNode be modified in any way?
        self._selectable = False  # Can this SceneNode be selected in any way?

        self._calculate_aabb = True  # Should the AxisAlignedBounxingBox be re-calculated?
        self._aabb = None  # The AxisAligned bounding box.
        self._original_aabb = None  # The AxisAligned bounding box, without transformations.
        self._bounding_box_mesh = None

        self._visible = kwargs.get("visible", True)
        self._name = kwargs.get("name", "")
        self._decorators = []

        ## Signals
        self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh)
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)
Beispiel #44
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    def lookAt(self, target, up=Vector.Unit_Y):
        if not self._enabled:
            return

        eye = self.getWorldPosition()
        f = (target - eye).normalize()
        up.normalize()
        s = f.cross(up).normalize()
        u = s.cross(f).normalize()

        m = Matrix([[s.x, u.x, -f.x, 0.0], [s.y, u.y, -f.y, 0.0],
                    [s.z, u.z, -f.z, 0.0], [0.0, 0.0, 0.0, 1.0]])

        if self._parent:
            self._orientation = self._parent._getDerivedOrientation(
            ) * Quaternion.fromMatrix(m)
        else:
            self._orientation = Quaternion.fromMatrix(m)
        self._transformChanged()
Beispiel #45
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    def updateFromODE(self):
        self._update_from_ode = True

        self.getNode().setPosition(Helpers.fromODE(self._body.getPosition()),
                                   SceneNode.TransformSpace.World)

        body_orientation = self._body.getQuaternion()
        self.getNode().setOrientation(
            Quaternion(body_orientation[3], body_orientation[0],
                       body_orientation[1], body_orientation[2]))

        self._update_from_ode = False
Beispiel #46
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    def _updateTransformation(self):
        scale, shear, euler_angles, translation, mirror = self._transformation.decompose()
        self._position = translation
        self._scale = scale
        self._shear = shear
        self._mirror = mirror
        orientation = Quaternion()
        euler_angle_matrix = Matrix()
        euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z)
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
        if self._parent:
            self._world_transformation = self._parent.getWorldTransformation().multiply(self._transformation, copy = True)
        else:
            self._world_transformation = self._transformation

        world_scale, world_shear, world_euler_angles, world_translation, world_mirror = self._world_transformation.decompose()
        self._derived_position = world_translation
        self._derived_scale = world_scale

        world_euler_angle_matrix = Matrix()
        world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z)
        self._derived_orientation.setByMatrix(world_euler_angle_matrix)
Beispiel #47
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    def rotate(self, rotation: Quaternion, transform_space: int = TransformSpace.Local):
        if not self._enabled:
            return

        orientation_matrix = rotation.toMatrix()
        if transform_space == SceneNode.TransformSpace.Local:
            self._transformation.multiply(orientation_matrix)
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._transformation.preMultiply(orientation_matrix)
        elif transform_space == SceneNode.TransformSpace.World:
            self._transformation.multiply(self._world_transformation.getInverse())
            self._transformation.multiply(orientation_matrix)
            self._transformation.multiply(self._world_transformation)

        self._transformChanged()
Beispiel #48
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    def setOrientation(self, orientation: Quaternion, transform_space: int = TransformSpace.Local):
        if not self._enabled or orientation == self._orientation:
            return

        new_transform_matrix = Matrix()
        if transform_space == SceneNode.TransformSpace.World:
            if self.getWorldOrientation() == orientation:
                return
            new_orientation = orientation * (self.getWorldOrientation() * self._orientation.getInverse()).getInverse()
            orientation_matrix = new_orientation.toMatrix()
        else:  # Local
            orientation_matrix = orientation.toMatrix()

        euler_angles = orientation_matrix.getEuler()

        new_transform_matrix.compose(scale = self._scale, angles = euler_angles, translate = self._position, shear = self._shear)
        self._transformation = new_transform_matrix
        self._transformChanged()
Beispiel #49
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    def lookAt(self, target: Vector, up: Vector = Vector.Unit_Y):
        if not self._enabled:
            return

        eye = self.getWorldPosition()
        f = (target - eye).normalized()
        up = up.normalized()
        s = f.cross(up).normalized()
        u = s.cross(f).normalized()

        m = Matrix([
            [ s.x,  u.x,  -f.x, 0.0],
            [ s.y,  u.y,  -f.y, 0.0],
            [ s.z,  u.z,  -f.z, 0.0],
            [ 0.0,  0.0,  0.0,  1.0]
        ])

        self.setOrientation(Quaternion.fromMatrix(m))
Beispiel #50
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class SceneNode(SignalEmitter):
    class TransformSpace:
        Local = 1
        Parent = 2
        World = 3

    def __init__(self, parent = None):
        super().__init__() # Call super to make multiple inheritence work.

        self._children = []
        self._mesh_data = None

        self._position = Vector()
        self._scale = Vector(1.0, 1.0, 1.0)
        self._orientation = Quaternion()

        self._transformation = None
        self._world_transformation = None

        self._derived_position = None
        self._derived_orientation = None
        self._derived_scale = None

        self._inherit_orientation = True
        self._inherit_scale = True

        self._parent = parent
        self._enabled = True
        self._selectable = False
        self._calculate_aabb = True
        self._aabb = None
        self._aabb_job = None
        self._visible = True
        self._name = ""

        if parent:
            parent.addChild(self)

    ##  \brief Get the parent of this node. If the node has no parent, it is the root node.
    #   \returns SceneNode if it has a parent and None if it's the root node.
    def getParent(self):
        return self._parent
    
    def getName(self):
        return self._name
    
    def setName(self, name):
        self._name = name
    
    ##  How many nodes is this node removed from the root
    def getDepth(self):
        if self._parent is None: return 0
        return self._parent.getDepth() + 1
    
    ##  \brief Set the parent of this object
    #   \param scene_node SceneNode that is the parent of this object.
    def setParent(self, scene_node):
        if self._parent:
            self._parent.removeChild(self)
        self._parent = scene_node

        if scene_node:
            scene_node.addChild(self)

    ##  Emitted whenever the parent changes.
    parentChanged = Signal()

    ##  \brief Get the visibility of this node. The parents visibility overrides the visibility.
    #   TODO: Let renderer actually use the visibility to decide wether to render or not.
    def isVisible(self):
        if self._parent != None and self._visible:
            return self._parent.isVisible()
        else:
            return self._visible
    
    def setVisible(self, visible):
        self._visible = visible

    ##  \brief Get the (original) mesh data from the scene node/object. 
    #   \returns MeshData
    def getMeshData(self):
        return self._mesh_data

    ##  \brief Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root. 
    #   \returns MeshData    
    def getMeshDataTransformed(self):
        transformed_mesh = deepcopy(self._mesh_data)
        transformed_mesh.transform(self.getWorldTransformation())
        return transformed_mesh

    ##  \brief Set the mesh of this node/object
    #   \param mesh_data MeshData object
    def setMeshData(self, mesh_data):
        if self._mesh_data:
            self._mesh_data.dataChanged.disconnect(self.meshDataChanged)
        self._mesh_data = mesh_data
        if self._mesh_data is not None:
            self._mesh_data.dataChanged.connect(self.meshDataChanged)
        self._resetAABB()
        self.meshDataChanged.emit(self)

    ##  Emitted whenever the attached mesh data object changes.
    meshDataChanged = Signal()

    ##  \brief Add a child to this node and set it's parent as this node.
    #   \params scene_node SceneNode to add.
    def addChild(self, scene_node):
        if scene_node not in self._children:
            scene_node.transformationChanged.connect(self.transformationChanged)
            scene_node.childrenChanged.connect(self.childrenChanged)
            scene_node.meshDataChanged.connect(self.meshDataChanged)

            self._children.append(scene_node)
            self._resetAABB()
            self.childrenChanged.emit(self)

            if not scene_node._parent is self:
                scene_node._parent = self
                scene_node.parentChanged.emit(self)
    
    ##  \brief remove a single child
    #   \param child Scene node that needs to be removed. 
    def removeChild(self, child):
        if child not in self._children:
            return

        child.transformationChanged.disconnect(self.transformationChanged)
        child.childrenChanged.disconnect(self.childrenChanged)
        child.meshDataChanged.disconnect(self.meshDataChanged)

        self._children.remove(child)
        child._parent = None
        child.parentChanged.emit(self)

        self.childrenChanged.emit(self)

    ##  \brief Removes all children and its children's children.
    def removeAllChildren(self):
        for child in self._children:
            child.removeAllChildren()
            self.removeChild(child)

        self.childrenChanged.emit(self)

    ##  \brief Get the list of direct children
    #   \returns List of children
    def getChildren(self):
        return self._children
    
    def hasChildren(self):
        return True if self._children else False

    ##  \brief Get list of all children (including it's children children children etc.)
    #   \returns list ALl children in this 'tree'
    def getAllChildren(self):
        children = []
        children.extend(self._children)
        for child in self._children:
            children.extend(child.getAllChildren())
        return children

    ##  \brief Emitted whenever the list of children of this object or any child object changes.
    #   \param object The object that triggered the change.
    childrenChanged = Signal()

    ##  \brief Computes and returns the transformation from world to local space.
    #   \returns 4x4 transformation matrix
    def getWorldTransformation(self):
        if self._world_transformation is None:
            self._updateTransformation()

        return deepcopy(self._world_transformation)

    ##  \brief Returns the local transformation with respect to its parent. (from parent to local)
    #   \retuns transformation 4x4 (homogenous) matrix
    def getLocalTransformation(self):
        if self._transformation is None:
            self._updateTransformation()

        return deepcopy(self._transformation)

    ##  Get the local orientation value.
    def getOrientation(self):
        return deepcopy(self._orientation)


    ##  \brief Rotate the scene object (and thus its children) by given amount
    #
    #   \param rotation \type{Quaternion} A quaternion indicating the amount of rotation.
    #   \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace.
    def rotate(self, rotation, transform_space = TransformSpace.Local):
        if not self._enabled:
            return

        if transform_space == SceneNode.TransformSpace.Local:
            self._orientation = self._orientation * rotation
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._orientation = rotation * self._orientation
        elif transform_space == SceneNode.TransformSpace.World:
            self._orientation = self._orientation * self._getDerivedOrientation().getInverse() * rotation * self._getDerivedOrientation()
        else:
            raise ValueError("Unknown transform space {0}".format(transform_space))

        self._orientation.normalize()
        self._transformChanged()

    ##  Set the local orientation of this scene node.
    #
    #   \param orientation \type{Quaternion} The new orientation of this scene node.
    def setOrientation(self, orientation):
        if not self._enabled or orientation == self._orientation:
            return

        self._orientation = orientation
        self._orientation.normalize()
        self._transformChanged()

    ##  Get the local scaling value.
    def getScale(self):
        return deepcopy(self._scale)

    ##  Scale the scene object (and thus its children) by given amount
    #
    #   \param scale \type{Vector} A Vector with three scale values
    #   \param transform_space The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace.
    def scale(self, scale, transform_space = TransformSpace.Local):
        if not self._enabled:
            return

        if transform_space == SceneNode.TransformSpace.Local:
            self._scale = self._scale.scale(scale)
        elif transform_space == SceneNode.TransformSpace.Parent:
            raise NotImplementedError()
        elif transform_space == SceneNode.TransformSpace.World:
            raise NotImplementedError()
        else:
            raise ValueError("Unknown transform space {0}".format(transform_space))

        self._transformChanged()

    ##  Set the local scale value.
    #
    #   \param scale \type{Vector} The new scale value of the scene node.
    def setScale(self, scale):
        if not self._enabled or scale == self._scale:
            return

        self._scale = scale
        self._transformChanged()

    ##  Get the local position.
    def getPosition(self):
        return deepcopy(self._position)

    ##  Get the position of this scene node relative to the world.
    def getWorldPosition(self):
        if not self._derived_position:
            self._updateTransformation()

        return deepcopy(self._derived_position)

    ##  Translate the scene object (and thus its children) by given amount.
    #
    #   \param translation \type{Vector} The amount to translate by.
    #   \param transform_space The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace.
    def translate(self, translation, transform_space = TransformSpace.Local):
        if not self._enabled:
            return

        if transform_space == SceneNode.TransformSpace.Local:
            self._position += self._orientation.rotate(translation)
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._position += translation
        elif transform_space == SceneNode.TransformSpace.World:
            if self._parent:
                self._position += (1.0 / self._parent._getDerivedScale()).scale(self._parent._getDerivedOrientation().getInverse().rotate(translation))
            else:
                self._position += translation

        self._transformChanged()

    ##  Set the local position value.
    #
    #   \param position The new position value of the SceneNode.
    def setPosition(self, position):
        if not self._enabled or position == self._position:
            return

        self._position = position
        self._transformChanged()

    ##  Signal. Emitted whenever the transformation of this object or any child object changes.
    #   \param object The object that caused the change.
    transformationChanged = Signal()

    ##  Rotate this scene node in such a way that it is looking at target.
    #
    #   \param target \type{Vector} The target to look at.
    #   \param up \type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0).
    def lookAt(self, target, up = Vector.Unit_Y):
        if not self._enabled:
            return

        eye = self.getWorldPosition()
        f = (target - eye).normalize()
        up.normalize()
        s = f.cross(up).normalize()
        u = s.cross(f).normalize()

        m = Matrix([
            [ s.x,  u.x,  -f.x, 0.0],
            [ s.y,  u.y,  -f.y, 0.0],
            [ s.z,  u.z,  -f.z, 0.0],
            [ 0.0,  0.0,  0.0,  1.0]
        ])

        if self._parent:
            self._orientation = self._parent._getDerivedOrientation() * Quaternion.fromMatrix(m)
        else:
            self._orientation = Quaternion.fromMatrix(m)
        self._transformChanged()

    ##  Can be overridden by child nodes if they need to perform special rendering.
    #   If you need to handle rendering in a special way, for example for tool handles,
    #   you can override this method and render the node. Return True to prevent the
    #   view from rendering any attached mesh data.
    #
    #   \param renderer The renderer object to use for rendering.
    #
    #   \return False if the view should render this node, True if we handle our own rendering.
    def render(self, renderer):
        return False

    ##  Get whether this SceneNode is enabled, that is, it can be modified in any way.
    def isEnabled(self):
        if self._parent != None and self._enabled:
            return self._parent.isEnabled()
        else:
            return self._enabled

    ##  Set whether this SceneNode is enabled.
    #   \param enable True if this object should be enabled, False if not.
    #   \sa isEnabled
    def setEnabled(self, enable):
        self._enabled = enable

    ##  Get whether this SceneNode can be selected.
    #
    #   \note This will return false if isEnabled() returns false.
    def isSelectable(self):
        return self._enabled and self._selectable

    ##  Set whether this SceneNode can be selected.
    #
    #   \param select True if this SceneNode should be selectable, False if not.
    def setSelectable(self, select):
        self._selectable = select

    ##  Get the bounding box of this node and its children.
    #
    #   Note that the AABB is calculated in a separate thread. This method will return an invalid (size 0) AABB
    #   while the calculation happens.
    def getBoundingBox(self):
        if self._aabb:
            return self._aabb

        if not self._aabb_job:
            self._resetAABB()

        return AxisAlignedBox()

    ##  Set whether or not to calculate the bounding box for this node.
    #
    #   \param calculate True if the bounding box should be calculated, False if not.
    def setCalculateBoundingBox(self, calculate):
        self._calculate_aabb = calculate

    ##  private:
    def _getDerivedPosition(self):
        if not self._derived_position:
            self._updateTransformation()

        return self._derived_position

    def _getDerivedOrientation(self):
        if not self._derived_orientation:
            self._updateTransformation()

        return self._derived_orientation

    def _getDerivedScale(self):
        if not self._derived_scale:
            self._updateTransformation()

        return self._derived_scale

    def _transformChanged(self):
        self._resetAABB()
        self._transformation = None
        self._world_transformation = None
        self._derived_position = None
        self._derived_orientation = None
        self._derived_scale = None

        self.transformationChanged.emit(self)

        for child in self._children:
            child._transformChanged()

    def _updateTransformation(self):
        self._transformation = Matrix.fromPositionOrientationScale(self._position, self._orientation, self._scale)

        if self._parent:
            parent_orientation = self._parent._getDerivedOrientation()
            if self._inherit_orientation:
                self._derived_orientation = parent_orientation * self._orientation
            else:
                self._derived_orientation = self._orientation

            parent_scale = self._parent._getDerivedScale()
            if self._inherit_scale:
                self._derived_scale = parent_scale.scale(self._scale)
            else:
                self._derived_scale = self._scale

            self._derived_position = parent_orientation.rotate(parent_scale.scale(self._position))
            self._derived_position += self._parent._getDerivedPosition()

            self._world_transformation = Matrix.fromPositionOrientationScale(self._derived_position, self._derived_orientation, self._derived_scale)
        else:
            self._derived_position = self._position
            self._derived_orientation = self._orientation
            self._derived_scale = self._scale
            self._world_transformation = self._transformation

    def _resetAABB(self):
        if not self._calculate_aabb:
            return

        self._aabb = None

        if self._aabb_job:
            self._aabb_job.cancel()

        self._aabb_job = _CalculateAABBJob(self)
        self._aabb_job.start()
Beispiel #51
0
    def test_slerp(self):
        q1 = Quaternion()
        q1.setByAngleAxis(0, Vector.Unit_Z)

        q2 = Quaternion()
        q2.setByAngleAxis(math.pi / 2, Vector.Unit_Z)

        c = Quaternion(0.0, 0.0, 0.0, 1.0)
        self.assertEqual(c, Quaternion.slerp(q1, q2, 0.0))

        c = Quaternion(0.0, 0.0, 0.19509033858776093, 0.9807853102684021)
        self.assertEqual(c, Quaternion.slerp(q1, q2, 0.25))

        c = Quaternion(0.0, 0.0, 0.38268348574638367, 0.9238795638084412)
        self.assertEqual(c, Quaternion.slerp(q1, q2, 0.5))

        c = Quaternion(0.0, 0.0, 0.5555703043937683, 0.8314696550369263)
        self.assertEqual(c, Quaternion.slerp(q1, q2, 0.75))

        c = Quaternion(0.0, 0.0, 0.7071068286895752, 0.7071068286895752)
        self.assertEqual(c, Quaternion.slerp(q1, q2, 1.0))
Beispiel #52
0
class SceneNode():
    class TransformSpace:
        Local = 1
        Parent = 2
        World = 3

    ##  Construct a scene node.
    #   \param parent The parent of this node (if any). Only a root node should have None as a parent.
    #   \param kwargs Keyword arguments.
    #                 Possible keywords:
    #                 - visible \type{bool} Is the SceneNode (and thus, all it's children) visible? Defaults to True
    #                 - name \type{string} Name of the SceneNode. Defaults to empty string.
    def __init__(self, parent = None, **kwargs):
        super().__init__()  # Call super to make multiple inheritance work.

        self._children = []     # type: List[SceneNode]
        self._mesh_data = None  # type: MeshData

        # Local transformation (from parent to local)
        self._transformation = Matrix()  # type: Matrix

        # Convenience "components" of the transformation
        self._position = Vector()  # type: Vector
        self._scale = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._shear = Vector(0.0, 0.0, 0.0)  # type: Vector
        self._mirror = Vector(1.0, 1.0, 1.0)  # type: Vector
        self._orientation = Quaternion()  # type: Quaternion

        # World transformation (from root to local)
        self._world_transformation = Matrix()  # type: Matrix

        # Convenience "components" of the world_transformation
        self._derived_position = Vector()  # type: Vector
        self._derived_orientation = Quaternion()  # type: Quaternion
        self._derived_scale = Vector()  # type: Vector

        self._parent = parent  # type: Optional[SceneNode]

        # Can this SceneNode be modified in any way?
        self._enabled = True  # type: bool
        # Can this SceneNode be selected in any way?
        self._selectable = False  # type: bool

        # Should the AxisAlignedBounxingBox be re-calculated?
        self._calculate_aabb = True  # type: bool

        # The AxisAligned bounding box.
        self._aabb = None  # type: Optional[AxisAlignedBox]
        self._bounding_box_mesh = None  # type: Optional[MeshData]

        self._visible = kwargs.get("visible", True)  # type: bool
        self._name = kwargs.get("name", "")  # type: str
        self._decorators = []  # type: List[SceneNodeDecorator]

        ## Signals
        self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh)
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)

    def __deepcopy__(self, memo):
        copy = SceneNode()
        copy.setTransformation(self.getLocalTransformation())
        copy.setMeshData(self._mesh_data)
        copy.setVisible(deepcopy(self._visible, memo))
        copy._selectable = deepcopy(self._selectable, memo)
        copy._name = deepcopy(self._name, memo)
        for decorator in self._decorators:
            copy.addDecorator(deepcopy(decorator, memo))

        for child in self._children:
            copy.addChild(deepcopy(child, memo))
        self.calculateBoundingBoxMesh()
        return copy

    ##  Set the center position of this node.
    #   This is used to modify it's mesh data (and it's children) in such a way that they are centered.
    #   In most cases this means that we use the center of mass as center (which most objects don't use)
    def setCenterPosition(self, center: Vector):
        if self._mesh_data:
            m = Matrix()
            m.setByTranslation(-center)
            self._mesh_data = self._mesh_data.getTransformed(m).set(center_position=center)
        for child in self._children:
            child.setCenterPosition(center)

    ##  \brief Get the parent of this node. If the node has no parent, it is the root node.
    #   \returns SceneNode if it has a parent and None if it's the root node.
    def getParent(self) -> Optional["SceneNode"]:
        return self._parent

    def getMirror(self) -> Vector:
        return self._mirror

    ##  Get the MeshData of the bounding box
    #   \returns \type{MeshData} Bounding box mesh.
    def getBoundingBoxMesh(self) -> Optional[MeshData]:
        return self._bounding_box_mesh

    ##  (re)Calculate the bounding box mesh.
    def calculateBoundingBoxMesh(self):
        aabb = self.getBoundingBox()
        if aabb:
            bounding_box_mesh = MeshBuilder()
            rtf = aabb.maximum
            lbb = aabb.minimum

            bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z)  # Right - Top - Front
            bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z)  # Left - Top - Front

            bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z)  # Left - Top - Front
            bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z)  # Left - Bottom - Front

            bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z)  # Left - Bottom - Front
            bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z)  # Right - Bottom - Front

            bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z)  # Right - Bottom - Front
            bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z)  # Right - Top - Front

            bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z)  # Right - Top - Back
            bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z)  # Left - Top - Back

            bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z)  # Left - Top - Back
            bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z)  # Left - Bottom - Back

            bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z)  # Left - Bottom - Back
            bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z)  # Right - Bottom - Back

            bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z)  # Right - Bottom - Back
            bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z)  # Right - Top - Back

            bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z)  # Right - Top - Front
            bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z)  # Right - Top - Back

            bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z)  # Left - Top - Front
            bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z)  # Left - Top - Back

            bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z)  # Left - Bottom - Front
            bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z)  # Left - Bottom - Back

            bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z)  # Right - Bottom - Front
            bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z)  # Right - Bottom - Back

            self._bounding_box_mesh = bounding_box_mesh.build()

    ##  Handler for the ParentChanged signal
    #   \param node Node from which this event was triggered.
    def _onParentChanged(self, node: Optional["SceneNode"]):
        for child in self.getChildren():
            child.parentChanged.emit(self)

    ##  Signal for when a \type{SceneNodeDecorator} is added / removed.
    decoratorsChanged = Signal()

    ##  Add a SceneNodeDecorator to this SceneNode.
    #   \param \type{SceneNodeDecorator} decorator The decorator to add.
    def addDecorator(self, decorator: SceneNodeDecorator):
        if type(decorator) in [type(dec) for dec in self._decorators]:
            Logger.log("w", "Unable to add the same decorator type (%s) to a SceneNode twice.", type(decorator))
            return
        try:
            decorator.setNode(self)
        except AttributeError:
            Logger.logException("e", "Unable to add decorator.")
            return
        self._decorators.append(decorator)
        self.decoratorsChanged.emit(self)

    ##  Get all SceneNodeDecorators that decorate this SceneNode.
    #   \return list of all SceneNodeDecorators.
    def getDecorators(self) -> List[SceneNodeDecorator]:
        return self._decorators

    ##  Get SceneNodeDecorators by type.
    #   \param dec_type type of decorator to return.
    def getDecorator(self, dec_type) -> Optional[SceneNodeDecorator]:
        for decorator in self._decorators:
            if type(decorator) == dec_type:
                return decorator

    ##  Remove all decorators
    def removeDecorators(self):
        for decorator in self._decorators:
            decorator.clear()
        self._decorators = []
        self.decoratorsChanged.emit(self)

    ##  Remove decorator by type.
    #   \param dec_type type of the decorator to remove.
    def removeDecorator(self, dec_type: SceneNodeDecorator):
        for decorator in self._decorators:
            if type(decorator) == dec_type:
                decorator.clear()
                self._decorators.remove(decorator)
                self.decoratorsChanged.emit(self)
                break

    ##  Call a decoration of this SceneNode.
    #   SceneNodeDecorators add Decorations, which are callable functions.
    #   \param \type{string} function The function to be called.
    #   \param *args
    #   \param **kwargs
    def callDecoration(self, function: str, *args, **kwargs):
        for decorator in self._decorators:
            if hasattr(decorator, function):
                try:
                    return getattr(decorator, function)(*args, **kwargs)
                except Exception as e:
                    Logger.log("e", "Exception calling decoration %s: %s", str(function), str(e))
                    return None

    ##  Does this SceneNode have a certain Decoration (as defined by a Decorator)
    #   \param \type{string} function the function to check for.
    def hasDecoration(self, function: str) -> bool:
        for decorator in self._decorators:
            if hasattr(decorator, function):
                return True
        return False

    def getName(self) -> str:
        return self._name

    def setName(self, name: str):
        self._name = name

    ##  How many nodes is this node removed from the root?
    #   \return |tupe{int} Steps from root (0 means it -is- the root).
    def getDepth(self) -> int:
        if self._parent is None:
            return 0
        return self._parent.getDepth() + 1

    ##  \brief Set the parent of this object
    #   \param scene_node SceneNode that is the parent of this object.
    def setParent(self, scene_node: Optional["SceneNode"]):
        if self._parent:
            self._parent.removeChild(self)

        if scene_node:
            scene_node.addChild(self)

    ##  Emitted whenever the parent changes.
    parentChanged = Signal()

    ##  \brief Get the visibility of this node. The parents visibility overrides the visibility.
    #   TODO: Let renderer actually use the visibility to decide whether to render or not.
    def isVisible(self) -> bool:
        if self._parent is not None and self._visible:
            return self._parent.isVisible()
        else:
            return self._visible

    ##  Set the visibility of this SceneNode.
    def setVisible(self, visible: bool):
        self._visible = visible

    ##  \brief Get the (original) mesh data from the scene node/object.
    #   \returns MeshData
    def getMeshData(self) -> Optional[MeshData]:
        return self._mesh_data

    ##  \brief Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root.
    #   \returns MeshData
    def getMeshDataTransformed(self) -> Optional[MeshData]:
        if self._mesh_data:
            return self._mesh_data.getTransformed(self.getWorldTransformation())
        return self._mesh_data

    ##  \brief Set the mesh of this node/object
    #   \param mesh_data MeshData object
    def setMeshData(self, mesh_data: Optional[MeshData]):
        self._mesh_data = mesh_data
        self._resetAABB()
        self.meshDataChanged.emit(self)

    ##  Emitted whenever the attached mesh data object changes.
    meshDataChanged = Signal()

    def _onMeshDataChanged(self):
        self.meshDataChanged.emit(self)

    ##  \brief Add a child to this node and set it's parent as this node.
    #   \params scene_node SceneNode to add.
    def addChild(self, scene_node: "SceneNode"):
        if scene_node not in self._children:
            scene_node.transformationChanged.connect(self.transformationChanged)
            scene_node.childrenChanged.connect(self.childrenChanged)
            scene_node.meshDataChanged.connect(self.meshDataChanged)

            self._children.append(scene_node)
            self._resetAABB()
            self.childrenChanged.emit(self)

            if not scene_node._parent is self:
                scene_node._parent = self
                scene_node._transformChanged()
                scene_node.parentChanged.emit(self)

    ##  \brief remove a single child
    #   \param child Scene node that needs to be removed.
    def removeChild(self, child: "SceneNode"):
        if child not in self._children:
            return

        child.transformationChanged.disconnect(self.transformationChanged)
        child.childrenChanged.disconnect(self.childrenChanged)
        child.meshDataChanged.disconnect(self.meshDataChanged)

        self._children.remove(child)
        child._parent = None
        child._transformChanged()
        child.parentChanged.emit(self)

        self._resetAABB()
        self.childrenChanged.emit(self)

    ##  \brief Removes all children and its children's children.
    def removeAllChildren(self):
        for child in self._children:
            child.removeAllChildren()
            self.removeChild(child)

        self.childrenChanged.emit(self)

    ##  \brief Get the list of direct children
    #   \returns List of children
    def getChildren(self) -> List["SceneNode"]:
        return self._children

    def hasChildren(self) -> bool:
        return True if self._children else False

    ##  \brief Get list of all children (including it's children children children etc.)
    #   \returns list ALl children in this 'tree'
    def getAllChildren(self) -> List["SceneNode"]:
        children = []
        children.extend(self._children)
        for child in self._children:
            children.extend(child.getAllChildren())
        return children

    ##  \brief Emitted whenever the list of children of this object or any child object changes.
    #   \param object The object that triggered the change.
    childrenChanged = Signal()

    ##  \brief Computes and returns the transformation from world to local space.
    #   \returns 4x4 transformation matrix
    def getWorldTransformation(self) -> Matrix:
        if self._world_transformation is None:
            self._updateTransformation()

        return deepcopy(self._world_transformation)

    ##  \brief Returns the local transformation with respect to its parent. (from parent to local)
    #   \retuns transformation 4x4 (homogenous) matrix
    def getLocalTransformation(self) -> Matrix:
        if self._transformation is None:
            self._updateTransformation()

        return deepcopy(self._transformation)

    def setTransformation(self, transformation: Matrix):
        self._transformation = deepcopy(transformation) # Make a copy to ensure we never change the given transformation
        self._transformChanged()

    ##  Get the local orientation value.
    def getOrientation(self) -> Quaternion:
        return deepcopy(self._orientation)

    def getWorldOrientation(self) -> Quaternion:
        return deepcopy(self._derived_orientation)

    ##  \brief Rotate the scene object (and thus its children) by given amount
    #
    #   \param rotation \type{Quaternion} A quaternion indicating the amount of rotation.
    #   \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace.
    def rotate(self, rotation: Quaternion, transform_space: int = TransformSpace.Local):
        if not self._enabled:
            return

        orientation_matrix = rotation.toMatrix()
        if transform_space == SceneNode.TransformSpace.Local:
            self._transformation.multiply(orientation_matrix)
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._transformation.preMultiply(orientation_matrix)
        elif transform_space == SceneNode.TransformSpace.World:
            self._transformation.multiply(self._world_transformation.getInverse())
            self._transformation.multiply(orientation_matrix)
            self._transformation.multiply(self._world_transformation)

        self._transformChanged()

    ##  Set the local orientation of this scene node.
    #
    #   \param orientation \type{Quaternion} The new orientation of this scene node.
    #   \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace.
    def setOrientation(self, orientation: Quaternion, transform_space: int = TransformSpace.Local):
        if not self._enabled or orientation == self._orientation:
            return

        new_transform_matrix = Matrix()
        if transform_space == SceneNode.TransformSpace.World:
            if self.getWorldOrientation() == orientation:
                return
            new_orientation = orientation * (self.getWorldOrientation() * self._orientation.getInverse()).getInverse()
            orientation_matrix = new_orientation.toMatrix()
        else:  # Local
            orientation_matrix = orientation.toMatrix()

        euler_angles = orientation_matrix.getEuler()

        new_transform_matrix.compose(scale = self._scale, angles = euler_angles, translate = self._position, shear = self._shear)
        self._transformation = new_transform_matrix
        self._transformChanged()

    ##  Get the local scaling value.
    def getScale(self) -> Vector:
        return self._scale

    def getWorldScale(self) -> Vector:
        return self._derived_scale

    ##  Scale the scene object (and thus its children) by given amount
    #
    #   \param scale \type{Vector} A Vector with three scale values
    #   \param transform_space The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace.
    def scale(self, scale: Vector, transform_space: int = TransformSpace.Local):
        if not self._enabled:
            return

        scale_matrix = Matrix()
        scale_matrix.setByScaleVector(scale)
        if transform_space == SceneNode.TransformSpace.Local:
            self._transformation.multiply(scale_matrix)
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._transformation.preMultiply(scale_matrix)
        elif transform_space == SceneNode.TransformSpace.World:
            self._transformation.multiply(self._world_transformation.getInverse())
            self._transformation.multiply(scale_matrix)
            self._transformation.multiply(self._world_transformation)

        self._transformChanged()

    ##  Set the local scale value.
    #
    #   \param scale \type{Vector} The new scale value of the scene node.
    #   \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace.
    def setScale(self, scale: Vector, transform_space: int = TransformSpace.Local):
        if not self._enabled or scale == self._scale:
            return
        if transform_space == SceneNode.TransformSpace.Local:
            self.scale(scale / self._scale, SceneNode.TransformSpace.Local)
            return
        if transform_space == SceneNode.TransformSpace.World:
            if self.getWorldScale() == scale:
                return

            self.scale(scale / self._scale, SceneNode.TransformSpace.World)

    ##  Get the local position.
    def getPosition(self) -> Vector:
        return self._position

    ##  Get the position of this scene node relative to the world.
    def getWorldPosition(self) -> Vector:
        return self._derived_position

    ##  Translate the scene object (and thus its children) by given amount.
    #
    #   \param translation \type{Vector} The amount to translate by.
    #   \param transform_space The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace.
    def translate(self, translation: Vector, transform_space: int = TransformSpace.Local):
        if not self._enabled:
            return
        translation_matrix = Matrix()
        translation_matrix.setByTranslation(translation)
        if transform_space == SceneNode.TransformSpace.Local:
            self._transformation.multiply(translation_matrix)
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._transformation.preMultiply(translation_matrix)
        elif transform_space == SceneNode.TransformSpace.World:
            world_transformation = deepcopy(self._world_transformation)
            self._transformation.multiply(self._world_transformation.getInverse())
            self._transformation.multiply(translation_matrix)
            self._transformation.multiply(world_transformation)
        self._transformChanged()

    ##  Set the local position value.
    #
    #   \param position The new position value of the SceneNode.
    #   \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace.
    def setPosition(self, position: Vector, transform_space: int = TransformSpace.Local):
        if not self._enabled or position == self._position:
            return
        if transform_space == SceneNode.TransformSpace.Local:
            self.translate(position - self._position, SceneNode.TransformSpace.Parent)
        if transform_space == SceneNode.TransformSpace.World:
            if self.getWorldPosition() == position:
                return
            self.translate(position - self._derived_position, SceneNode.TransformSpace.World)

    ##  Signal. Emitted whenever the transformation of this object or any child object changes.
    #   \param object The object that caused the change.
    transformationChanged = Signal()

    ##  Rotate this scene node in such a way that it is looking at target.
    #
    #   \param target \type{Vector} The target to look at.
    #   \param up \type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0).
    def lookAt(self, target: Vector, up: Vector = Vector.Unit_Y):
        if not self._enabled:
            return

        eye = self.getWorldPosition()
        f = (target - eye).normalized()
        up = up.normalized()
        s = f.cross(up).normalized()
        u = s.cross(f).normalized()

        m = Matrix([
            [ s.x,  u.x,  -f.x, 0.0],
            [ s.y,  u.y,  -f.y, 0.0],
            [ s.z,  u.z,  -f.z, 0.0],
            [ 0.0,  0.0,  0.0,  1.0]
        ])

        self.setOrientation(Quaternion.fromMatrix(m))

    ##  Can be overridden by child nodes if they need to perform special rendering.
    #   If you need to handle rendering in a special way, for example for tool handles,
    #   you can override this method and render the node. Return True to prevent the
    #   view from rendering any attached mesh data.
    #
    #   \param renderer The renderer object to use for rendering.
    #
    #   \return False if the view should render this node, True if we handle our own rendering.
    def render(self, renderer) -> bool:
        return False

    ##  Get whether this SceneNode is enabled, that is, it can be modified in any way.
    def isEnabled(self) -> bool:
        return self._enabled

    ##  Set whether this SceneNode is enabled.
    #   \param enable True if this object should be enabled, False if not.
    #   \sa isEnabled
    def setEnabled(self, enable: bool):
        self._enabled = enable

    ##  Get whether this SceneNode can be selected.
    #
    #   \note This will return false if isEnabled() returns false.
    def isSelectable(self) -> bool:
        return self._enabled and self._selectable

    ##  Set whether this SceneNode can be selected.
    #
    #   \param select True if this SceneNode should be selectable, False if not.
    def setSelectable(self, select: bool):
        self._selectable = select

    ##  Get the bounding box of this node and its children.
    def getBoundingBox(self) -> Optional[AxisAlignedBox]:
        if not self._calculate_aabb:
            return None
        if self._aabb is None:
            self._calculateAABB()
        return self._aabb

    ##  Set whether or not to calculate the bounding box for this node.
    #
    #   \param calculate True if the bounding box should be calculated, False if not.
    def setCalculateBoundingBox(self, calculate: bool):
        self._calculate_aabb = calculate

    boundingBoxChanged = Signal()

    def getShear(self) -> Vector:
        return self._shear

    ##  private:
    def _transformChanged(self):
        self._updateTransformation()
        self._resetAABB()
        self.transformationChanged.emit(self)

        for child in self._children:
            child._transformChanged()

    def _updateTransformation(self):
        scale, shear, euler_angles, translation, mirror = self._transformation.decompose()
        self._position = translation
        self._scale = scale
        self._shear = shear
        self._mirror = mirror
        orientation = Quaternion()
        euler_angle_matrix = Matrix()
        euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z)
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
        if self._parent:
            self._world_transformation = self._parent.getWorldTransformation().multiply(self._transformation, copy = True)
        else:
            self._world_transformation = self._transformation

        world_scale, world_shear, world_euler_angles, world_translation, world_mirror = self._world_transformation.decompose()
        self._derived_position = world_translation
        self._derived_scale = world_scale

        world_euler_angle_matrix = Matrix()
        world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z)
        self._derived_orientation.setByMatrix(world_euler_angle_matrix)

    def _resetAABB(self):
        if not self._calculate_aabb:
            return
        self._aabb = None
        if self.getParent():
            self.getParent()._resetAABB()
        self.boundingBoxChanged.emit()

    def _calculateAABB(self):
        aabb = None
        if self._mesh_data:
            aabb = self._mesh_data.getExtents(self.getWorldTransformation())
        else:  # If there is no mesh_data, use a boundingbox that encompasses the local (0,0,0)
            position = self.getWorldPosition()
            aabb = AxisAlignedBox(minimum = position, maximum = position)

        for child in self._children:
            if aabb is None:
                aabb = child.getBoundingBox()
            else:
                aabb = aabb + child.getBoundingBox()
        self._aabb = aabb
Beispiel #53
0
    def event(self, event):
        super().event(event)

        if event.type == Event.KeyPressEvent and event.key == KeyEvent.ShiftKey:
            self._snap_rotation = (not self._snap_rotation)
            self.propertyChanged.emit()

        if event.type == Event.KeyReleaseEvent and event.key == KeyEvent.ShiftKey:
            self._snap_rotation = (not self._snap_rotation)
            self.propertyChanged.emit()

        if event.type == Event.MousePressEvent:
            if MouseEvent.LeftButton not in event.buttons:
                return False

            id = self._selection_pass.getIdAtPosition(event.x, event.y)
            if not id:
                return

            if ToolHandle.isAxis(id):
                self.setLockedAxis(id)
                handle_position = self._handle.getWorldPosition()

                if id == ToolHandle.XAxis:
                    self.setDragPlane(Plane(Vector(1, 0, 0), handle_position.x))
                elif id == ToolHandle.YAxis:
                    self.setDragPlane(Plane(Vector(0, 1, 0), handle_position.y))
                elif self._locked_axis == ToolHandle.ZAxis:
                    self.setDragPlane(Plane(Vector(0, 0, 1), handle_position.z))

                self.setDragStart(event.x, event.y)
                self._angle = 0
                self.operationStarted.emit(self)

        if event.type == Event.MouseMoveEvent:
            if not self.getDragPlane():
                return False

            if not self.getDragStart():
                self.setDragStart(event.x, event.y)

            handle_position = self._handle.getWorldPosition()

            drag_start = (self.getDragStart() - handle_position).normalize()
            drag_position = self.getDragPosition(event.x, event.y)
            if not drag_position:
                return
            drag_end = (drag_position - handle_position).normalize()

            try:
                angle = math.acos(drag_start.dot(drag_end))
            except ValueError:
                angle = 0

            if self._snap_rotation:
                angle = int(angle / self._snap_angle) * self._snap_angle
                if angle == 0:
                    return

            rotation = None
            if self.getLockedAxis() == ToolHandle.XAxis:
                direction = 1 if Vector.Unit_X.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_X)
            elif self.getLockedAxis() == ToolHandle.YAxis:
                direction = 1 if Vector.Unit_Y.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Y)
            elif self.getLockedAxis() == ToolHandle.ZAxis:
                direction = 1 if Vector.Unit_Z.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Z)

            self._angle += direction * angle

            # 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._angle_update_time or new_time - self._angle_update_time > 0.01:
                self.propertyChanged.emit()
                self._angle_update_time = new_time

            Selection.applyOperation(RotateOperation, rotation)

            self.setDragStart(event.x, event.y)

        if event.type == Event.MouseReleaseEvent:
            if self.getDragPlane():
                self.setDragPlane(None)
                self.setLockedAxis(None)
                self._angle = None
                self.propertyChanged.emit()
                self.operationStopped.emit(self)
                return True
    def process(self):
        # Based on https://github.com/daid/Cura/blob/SteamEngine/Cura/util/printableObject.py#L207
        # Note: Y & Z axis are swapped

        #Transform mesh first to get the current positions of the vertices.
        transformed_vertices = None
        if not self._node.callDecoration("isGroup"):
            transformed_vertices = self._node.getMeshDataTransformed().getVertices()
        else:
            #For groups, get the vertices of all children and process them as a single mesh
            for child in self._node.getChildren():
                if transformed_vertices is None:
                    transformed_vertices = child.getMeshDataTransformed().getVertices()
                else:
                    transformed_vertices = numpy.concatenate((transformed_vertices, child.getMeshDataTransformed().getVertices()), axis = 0)

        min_y_vertex = transformed_vertices[transformed_vertices.argmin(0)[1]]
        dot_min = 1.0 #Minimum y-component of direction vector.
        dot_v = None

        #Find the second-lowest vertex.
        for v in transformed_vertices:
            diff = v - min_y_vertex #From this vertex to the lowest vertex.
            length = math.sqrt(diff[0] * diff[0] + diff[1] * diff[1] + diff[2] * diff[2])
            if length < 5: #Ignore lines smaller than half a centimetre. It's unreliable at such small distances.
                continue
            dot = (diff[1] / length) #Y-component of direction vector.
            if dot_min > dot:
                dot_min = dot
                dot_v = diff
            self._emitProgress(1)

        if dot_v is None: #Couldn't find any vertex further than 5mm from the lowest vertex.
            self._emitProgress(len(transformed_vertices))
            return

        #Rotate the mesh such that the second-lowest vertex is just as low as the lowest vertex.
        rad = math.atan2(dot_v[2], dot_v[0])
        self._node.rotate(Quaternion.fromAngleAxis(rad, Vector.Unit_Y), SceneNode.TransformSpace.Parent)
        rad = -math.asin(dot_min)
        self._node.rotate(Quaternion.fromAngleAxis(rad, Vector.Unit_Z), SceneNode.TransformSpace.Parent)

        #Apply the transformation so we get new vertex coordinates.
        transformed_vertices = None
        if not self._node.callDecoration("isGroup"):
            transformed_vertices = self._node.getMeshDataTransformed().getVertices()
        else:
            #For groups, get the vertices of all children and process them as a single mesh
            for child in self._node.getChildren():
                if transformed_vertices is None:
                    transformed_vertices = child.getMeshDataTransformed().getVertices()
                else:
                    transformed_vertices = numpy.concatenate((transformed_vertices, child.getMeshDataTransformed().getVertices()), axis = 0)
        min_y_vertex = transformed_vertices[transformed_vertices.argmin(0)[1]]
        dot_min = 1.0
        dot_v = None

        #Find the second-lowest vertex again.
        for v in transformed_vertices:
            diff = v - min_y_vertex #From this vertex to the lowest vertex.
            length = math.sqrt(diff[2] * diff[2] + diff[1] * diff[1])
            if length < 5: #Ignore lines smaller than half a centimetre. It's unreliable at such small distances.
                continue
            dot = (diff[1] / length) #Y-component of direction vector.
            if dot_min > dot:
                dot_min = dot
                dot_v = diff
            self._emitProgress(1)

        if dot_v is None: #Couldn't find any vertex further than 5mm from the lowest vertex.
            self._node.setOrientation(self._old_orientation)
            return

        #Rotate the mesh such that the second-lowest vertex gets the same height as the lowest vertex.
        if dot_v[2] < 0:
            rad = -math.asin(dot_min)
        else:
            rad = math.asin(dot_min)
        self._node.rotate(Quaternion.fromAngleAxis(rad, Vector.Unit_X), SceneNode.TransformSpace.Parent)

        self._new_orientation = self._node.getOrientation() #Save the resulting orientation.
Beispiel #55
0
    def event(self, event):
        super().event(event)

        if event.type == Event.KeyPressEvent and event.key == KeyEvent.ShiftKey:
            # Snap is toggled when pressing the shift button
            self._snap_rotation = (not self._snap_rotation)
            self.propertyChanged.emit()

        if event.type == Event.KeyReleaseEvent and event.key == KeyEvent.ShiftKey:
            # Snap is "toggled back" when releasing the shift button
            self._snap_rotation = (not self._snap_rotation)
            self.propertyChanged.emit()

        if event.type == Event.MousePressEvent and self._controller.getToolsEnabled():
            # Start a rotate operation
            if MouseEvent.LeftButton not in event.buttons:
                return False

            id = self._selection_pass.getIdAtPosition(event.x, event.y)
            if not id:
                return

            if ToolHandle.isAxis(id):
                self.setLockedAxis(id)
                handle_position = self._handle.getWorldPosition()

                # Save the current positions of the node, as we want to rotate around their current centres
                self._saved_node_positions = []
                for node in Selection.getAllSelectedObjects():
                    self._saved_node_positions.append((node, node.getWorldPosition()))

                if id == ToolHandle.XAxis:
                    self.setDragPlane(Plane(Vector(1, 0, 0), handle_position.x))
                elif id == ToolHandle.YAxis:
                    self.setDragPlane(Plane(Vector(0, 1, 0), handle_position.y))
                elif self._locked_axis == ToolHandle.ZAxis:
                    self.setDragPlane(Plane(Vector(0, 0, 1), handle_position.z))

                self.setDragStart(event.x, event.y)
                self._angle = 0
                self.operationStarted.emit(self)

        if event.type == Event.MouseMoveEvent:
            # Perform a rotate operation
            if not self.getDragPlane():
                return False

            if not self.getDragStart():
                self.setDragStart(event.x, event.y)

            handle_position = self._handle.getWorldPosition()

            drag_start = (self.getDragStart() - handle_position).normalized()
            drag_position = self.getDragPosition(event.x, event.y)
            if not drag_position:
                return
            drag_end = (drag_position - handle_position).normalized()

            try:
                angle = math.acos(drag_start.dot(drag_end))
            except ValueError:
                angle = 0

            if self._snap_rotation:
                angle = int(angle / self._snap_angle) * self._snap_angle
                if angle == 0:
                    return

            rotation = None
            if self.getLockedAxis() == ToolHandle.XAxis:
                direction = 1 if Vector.Unit_X.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_X)
            elif self.getLockedAxis() == ToolHandle.YAxis:
                direction = 1 if Vector.Unit_Y.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Y)
            elif self.getLockedAxis() == ToolHandle.ZAxis:
                direction = 1 if Vector.Unit_Z.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Z)

            # 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._angle_update_time or new_time - self._angle_update_time > 0.1:
                self._angle_update_time = new_time
                self._angle += direction * angle
                self.propertyChanged.emit()

                # Rotate around the saved centeres of all selected nodes
                op = GroupedOperation()
                for node, position in self._saved_node_positions:
                    op.addOperation(RotateOperation(node, rotation, rotate_around_point = position))
                op.push()

                self.setDragStart(event.x, event.y)

        if event.type == Event.MouseReleaseEvent:
            # Finish a rotate operation
            if self.getDragPlane():
                self.setDragPlane(None)
                self.setLockedAxis(None)
                self._angle = None
                self.propertyChanged.emit()
                self.operationStopped.emit(self)
                return True
Beispiel #56
0
    def read(self, file_name):
        result = None
        extension = os.path.splitext(file_name)[1]
        if extension.lower() == self._supported_extension:
            result = SceneNode()
            # The base object of 3mf is a zipped archive.
            archive = zipfile.ZipFile(file_name, 'r')
            try:
                root = ET.parse(archive.open("3D/3dmodel.model"))

                # There can be multiple objects, try to load all of them.
                objects = root.findall("./3mf:resources/3mf:object", self._namespaces)
                for object in objects:
                    mesh = MeshData()
                    node = SceneNode()
                    vertex_list = []
                    #for vertex in object.mesh.vertices.vertex:
                    for vertex in object.findall(".//3mf:vertex", self._namespaces):
                        vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")])

                    triangles = object.findall(".//3mf:triangle", self._namespaces)

                    mesh.reserveFaceCount(len(triangles))
                    
                    #for triangle in object.mesh.triangles.triangle:
                    for triangle in triangles:
                        v1 = int(triangle.get("v1"))
                        v2 = int(triangle.get("v2"))
                        v3 = int(triangle.get("v3"))
                        mesh.addFace(vertex_list[v1][0],vertex_list[v1][1],vertex_list[v1][2],vertex_list[v2][0],vertex_list[v2][1],vertex_list[v2][2],vertex_list[v3][0],vertex_list[v3][1],vertex_list[v3][2])
                    #TODO: We currently do not check for normals and simply recalculate them. 
                    mesh.calculateNormals()
                    node.setMeshData(mesh)
                    node.setSelectable(True)
                    
                    transformation = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(object.get("id")), self._namespaces)
                    if transformation:
                        transformation = transformation[0]

                    if transformation.get("transform"):
                        splitted_transformation = transformation.get("transform").split()
                        ## Transformation is saved as:
                        ## M00 M01 M02 0.0
                        ## M10 M11 M12 0.0
                        ## M20 M21 M22 0.0
                        ## M30 M31 M32 1.0
                        ## We switch the row & cols as that is how everyone else uses matrices!
                        temp_mat = Matrix()
                        # Rotation & Scale
                        temp_mat._data[0,0] = splitted_transformation[0]
                        temp_mat._data[1,0] = splitted_transformation[1]
                        temp_mat._data[2,0] = splitted_transformation[2]
                        temp_mat._data[0,1] = splitted_transformation[3]
                        temp_mat._data[1,1] = splitted_transformation[4]
                        temp_mat._data[2,1] = splitted_transformation[5]
                        temp_mat._data[0,2] = splitted_transformation[6]
                        temp_mat._data[1,2] = splitted_transformation[7]
                        temp_mat._data[2,2] = splitted_transformation[8]
                        
                        # Translation
                        temp_mat._data[0,3] = splitted_transformation[9]
                        temp_mat._data[1,3] = splitted_transformation[10]
                        temp_mat._data[2,3] = splitted_transformation[11]
                        
                        node.setPosition(Vector(temp_mat.at(0,3), temp_mat.at(1,3), temp_mat.at(2,3)))
                        
                        temp_quaternion = Quaternion()
                        temp_quaternion.setByMatrix(temp_mat)
                        node.setOrientation(temp_quaternion)
                        
                        # Magical scale extraction
                        S2 = temp_mat.getTransposed().multiply(temp_mat)
                        scale_x = math.sqrt(S2.at(0,0))
                        scale_y = math.sqrt(S2.at(1,1))
                        scale_z = math.sqrt(S2.at(2,2))
                        node.setScale(Vector(scale_x,scale_y,scale_z))
                        
                        # We use a different coordinate frame, so rotate.
                        rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0))
                        node.rotate(rotation)
                    result.addChild(node)

                #If there is more then one object, group them.
                try:
                    if len(objects) > 1:
                        group_decorator = GroupDecorator()
                        result.addDecorator(group_decorator)
                except:
                    pass
            except Exception as e:
                Logger.log("e" ,"exception occured in 3mf reader: %s" , e)      
        return result  
Beispiel #57
0
class SceneNode(SignalEmitter):
    class TransformSpace:
        Local = 1
        Parent = 2
        World = 3

    def __init__(self, parent = None, name = ""):
        super().__init__() # Call super to make multiple inheritence work.

        self._children = []
        self._mesh_data = None

        self._position = Vector()
        self._scale = Vector(1.0, 1.0, 1.0)
        self._mirror = Vector(1.0, 1.0, 1.0)
        self._orientation = Quaternion()

        self._transformation = None
        self._world_transformation = None

        self._derived_position = None
        self._derived_orientation = None
        self._derived_scale = None

        self._inherit_orientation = True
        self._inherit_scale = True

        self._parent = parent
        self._enabled = True
        self._selectable = False
        self._calculate_aabb = True
        self._aabb = None
        self._aabb_job = None
        self._visible = True
        self._name = name
        self._decorators = []
        self._bounding_box_mesh = None
        self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh)
        self.parentChanged.connect(self._onParentChanged)

        if parent:
            parent.addChild(self)

    def __deepcopy__(self, memo):
        copy = SceneNode()
        copy.translate(self.getPosition())
        copy.setOrientation(self.getOrientation())
        copy.setScale(self.getScale())
        copy.setMeshData(deepcopy(self._mesh_data, memo))
        copy.setVisible(deepcopy(self._visible, memo))
        copy._selectable = deepcopy(self._selectable, memo)
        for decorator in self._decorators:
            copy.addDecorator(deepcopy(decorator, memo))

        for child in self._children:
            copy.addChild(deepcopy(child, memo))
        self.calculateBoundingBoxMesh()
        return copy


    def setCenterPosition(self, center):
        if self._mesh_data:
            m = Matrix()
            m.setByTranslation(-center)
            self._mesh_data = self._mesh_data.getTransformed(m)
            self._mesh_data.setCenterPosition(center)
        for child in self._children:
            child.setCenterPosition(center)

    ##  \brief Get the parent of this node. If the node has no parent, it is the root node.
    #   \returns SceneNode if it has a parent and None if it's the root node.
    def getParent(self):
        return self._parent

    def getBoundingBoxMesh(self):
        return self._bounding_box_mesh

    def calculateBoundingBoxMesh(self):
        if self._aabb:
            self._bounding_box_mesh = MeshData()
            rtf = self._aabb.maximum
            lbb = self._aabb.minimum

            self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front
            self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front

            self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front
            self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front

            self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front
            self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front

            self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front
            self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front

            self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back
            self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back

            self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back
            self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back

            self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back
            self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back

            self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back
            self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back

            self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front
            self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back

            self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front
            self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back

            self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front
            self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back

            self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front
            self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back
        else:
            self._resetAABB()

    def _onParentChanged(self, node):
        for child in self.getChildren():
            child.parentChanged.emit(self)

    decoratorsChanged = Signal()
    def addDecorator(self, decorator):
        decorator.setNode(self)
        self._decorators.append(decorator)
        self.decoratorsChanged.emit(self)

    def getDecorators(self):
        return self._decorators

    def getDecorator(self, dec_type):
        for decorator in self._decorators:
            if type(decorator) == dec_type:
                return decorator

    def removeDecorators(self):
        self._decorators = []
        self.decoratorsChanged.emit(self)

    def removeDecorator(self, dec_type):
        for decorator in self._decorators:
            if type(decorator) == dec_type:
                self._decorators.remove(decorator)
                self.decoratorsChanged.emit(self)
                break

    def callDecoration(self, function, *args, **kwargs):
        for decorator in self._decorators:
            if hasattr(decorator, function):
                try:
                    return getattr(decorator, function)(*args, **kwargs)
                except Exception as e:
                    Logger.log("e", "Exception calling decoration %s: %s", str(function), str(e))
                    return None

    def hasDecoration(self, function):
        for decorator in self._decorators:
            if hasattr(decorator, function):
                return True
        return False

    def getName(self):
        return self._name

    def setName(self, name):
        self._name = name

    ##  How many nodes is this node removed from the root
    def getDepth(self):
        if self._parent is None:
            return 0
        return self._parent.getDepth() + 1

    ##  \brief Set the parent of this object
    #   \param scene_node SceneNode that is the parent of this object.
    def setParent(self, scene_node):
        if self._parent:
            self._parent.removeChild(self)
        #self._parent = scene_node

        if scene_node:
            scene_node.addChild(self)

    ##  Emitted whenever the parent changes.
    parentChanged = Signal()

    ##  \brief Get the visibility of this node. The parents visibility overrides the visibility.
    #   TODO: Let renderer actually use the visibility to decide wether to render or not.
    def isVisible(self):
        if self._parent != None and self._visible:
            return self._parent.isVisible()
        else:
            return self._visible

    def setVisible(self, visible):
        self._visible = visible

    ##  \brief Get the (original) mesh data from the scene node/object.
    #   \returns MeshData
    def getMeshData(self):
        return self._mesh_data

    ##  \brief Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root.
    #   \returns MeshData
    def getMeshDataTransformed(self):
        #transformed_mesh = deepcopy(self._mesh_data)
        #transformed_mesh.transform(self.getWorldTransformation())
        return self._mesh_data.getTransformed(self.getWorldTransformation())

    ##  \brief Set the mesh of this node/object
    #   \param mesh_data MeshData object
    def setMeshData(self, mesh_data):
        if self._mesh_data:
            self._mesh_data.dataChanged.disconnect(self._onMeshDataChanged)
        self._mesh_data = mesh_data
        if self._mesh_data is not None:
            self._mesh_data.dataChanged.connect(self._onMeshDataChanged)
        self._resetAABB()
        self.meshDataChanged.emit(self)

    ##  Emitted whenever the attached mesh data object changes.
    meshDataChanged = Signal()


    def _onMeshDataChanged(self):
        self.meshDataChanged.emit(self)

    ##  \brief Add a child to this node and set it's parent as this node.
    #   \params scene_node SceneNode to add.
    def addChild(self, scene_node):
        if scene_node not in self._children:
            scene_node.transformationChanged.connect(self.transformationChanged)
            scene_node.childrenChanged.connect(self.childrenChanged)
            scene_node.meshDataChanged.connect(self.meshDataChanged)

            self._children.append(scene_node)
            self._resetAABB()
            self.childrenChanged.emit(self)

            if not scene_node._parent is self:
                scene_node._parent = self
                scene_node._transformChanged()
                scene_node.parentChanged.emit(self)

    ##  \brief remove a single child
    #   \param child Scene node that needs to be removed.
    def removeChild(self, child):
        if child not in self._children:
            return

        child.transformationChanged.disconnect(self.transformationChanged)
        child.childrenChanged.disconnect(self.childrenChanged)
        child.meshDataChanged.disconnect(self.meshDataChanged)

        self._children.remove(child)
        child._parent = None
        child._transformChanged()
        child.parentChanged.emit(self)

        self.childrenChanged.emit(self)

    ##  \brief Removes all children and its children's children.
    def removeAllChildren(self):
        for child in self._children:
            child.removeAllChildren()
            self.removeChild(child)

        self.childrenChanged.emit(self)

    ##  \brief Get the list of direct children
    #   \returns List of children
    def getChildren(self):
        return self._children

    def hasChildren(self):
        return True if self._children else False

    ##  \brief Get list of all children (including it's children children children etc.)
    #   \returns list ALl children in this 'tree'
    def getAllChildren(self):
        children = []
        children.extend(self._children)
        for child in self._children:
            children.extend(child.getAllChildren())
        return children

    ##  \brief Emitted whenever the list of children of this object or any child object changes.
    #   \param object The object that triggered the change.
    childrenChanged = Signal()

    ##  \brief Computes and returns the transformation from world to local space.
    #   \returns 4x4 transformation matrix
    def getWorldTransformation(self):
        if self._world_transformation is None:
            self._updateTransformation()

        return deepcopy(self._world_transformation)

    ##  \brief Returns the local transformation with respect to its parent. (from parent to local)
    #   \retuns transformation 4x4 (homogenous) matrix
    def getLocalTransformation(self):
        if self._transformation is None:
            self._updateTransformation()

        return deepcopy(self._transformation)

    ##  Get the local orientation value.
    def getOrientation(self):
        return deepcopy(self._orientation)


    ##  \brief Rotate the scene object (and thus its children) by given amount
    #
    #   \param rotation \type{Quaternion} A quaternion indicating the amount of rotation.
    #   \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace.
    def rotate(self, rotation, transform_space = TransformSpace.Local):
        if not self._enabled:
            return

        if transform_space == SceneNode.TransformSpace.Local:
            self._orientation = self._orientation * rotation
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._orientation = rotation * self._orientation
        elif transform_space == SceneNode.TransformSpace.World:
            self._orientation = self._orientation * self._getDerivedOrientation().getInverse() * rotation * self._getDerivedOrientation()
        else:
            raise ValueError("Unknown transform space {0}".format(transform_space))

        self._orientation.normalize()
        self._transformChanged()

    ##  Set the local orientation of this scene node.
    #
    #   \param orientation \type{Quaternion} The new orientation of this scene node.
    def setOrientation(self, orientation):
        if not self._enabled or orientation == self._orientation:
            return

        self._orientation = orientation
        self._orientation.normalize()
        self._transformChanged()

    ##  Get the local scaling value.
    def getScale(self):
        return deepcopy(self._scale)

    ##  Scale the scene object (and thus its children) by given amount
    #
    #   \param scale \type{Vector} A Vector with three scale values
    #   \param transform_space The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace.
    def scale(self, scale, transform_space = TransformSpace.Local):
        if not self._enabled:
            return

        if transform_space == SceneNode.TransformSpace.Local:
            self._scale = self._scale.scale(scale)
        elif transform_space == SceneNode.TransformSpace.Parent:
            raise NotImplementedError()
        elif transform_space == SceneNode.TransformSpace.World:
            if self._parent:
                scale_change = Vector(1,1,1) - scale

                if scale_change.x < 0 or scale_change.y < 0 or scale_change.z < 0:
                    direction = -1
                else:
                    direction = 1
                # Hackish way to do this, but this seems to correctly scale the object.
                change_vector = self._scale.scale(self._getDerivedOrientation().getInverse().rotate(scale_change))

                if change_vector.x < 0 and direction == 1:
                    change_vector.setX(-change_vector.x)
                if change_vector.x > 0 and direction == -1:
                    change_vector.setX(-change_vector.x)

                if change_vector.y < 0 and direction == 1:
                    change_vector.setY(-change_vector.y)
                if change_vector.y > 0 and direction == -1:
                    change_vector.setY(-change_vector.y)

                if change_vector.z < 0 and direction == 1:
                    change_vector.setZ(-change_vector.z)
                if change_vector.z > 0 and direction == -1:
                    change_vector.setZ(-change_vector.z)

                self._scale -= self._scale.scale(change_vector)
        else:
            raise ValueError("Unknown transform space {0}".format(transform_space))

        self._transformChanged()

    ##  Set the local scale value.
    #
    #   \param scale \type{Vector} The new scale value of the scene node.
    def setScale(self, scale):
        if not self._enabled or scale == self._scale:
            return

        self._scale = scale
        self._transformChanged()

    ##  Get the local mirror values.
    #
    #   \return The mirror values as vector of scaling values.
    def getMirror(self):
        return deepcopy(self._mirror)

    ##  Mirror the scene object (and thus its children) in the given directions.
    #
    #   \param mirror \type{Vector} A vector of three scale values that is used
    #   to mirror the node.
    #   \param transform_space The space relative to which to scale. Can be any
    #   one of the constants in SceneNode::TransformSpace.
    def mirror(self, mirror, transform_space = TransformSpace.Local):
        if not self._enabled:
            return

        if transform_space == SceneNode.TransformSpace.Local:
            self._mirror *= mirror
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._mirror *= mirror
        elif transform_space == SceneNode.TransformSpace.World:
            self._mirror *= mirror
        else:
            raise ValueError("Unknown transform space {0}".format(transform_space))

        self._transformChanged()

    ##  Set the local mirror values.
    #
    #   \param mirror \type{Vector} The new mirror values as scale multipliers.
    def setMirror(self, mirror):
        if not self._enabled or mirror == self._mirror:
            return

        self._mirror = mirror
        self._transformChanged()

    ##  Get the local position.
    def getPosition(self):
        return deepcopy(self._position)

    ##  Get the position of this scene node relative to the world.
    def getWorldPosition(self):
        if not self._derived_position:
            self._updateTransformation()

        return deepcopy(self._derived_position)

    ##  Translate the scene object (and thus its children) by given amount.
    #
    #   \param translation \type{Vector} The amount to translate by.
    #   \param transform_space The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace.
    def translate(self, translation, transform_space = TransformSpace.Local):
        if not self._enabled:
            return

        if transform_space == SceneNode.TransformSpace.Local:
            self._position += self._orientation.rotate(translation)
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._position += translation
        elif transform_space == SceneNode.TransformSpace.World:
            if self._parent:
                self._position += (1.0 / self._parent._getDerivedScale()).scale(self._parent._getDerivedOrientation().getInverse().rotate(translation))
            else:
                self._position += translation

        self._transformChanged()

    ##  Set the local position value.
    #
    #   \param position The new position value of the SceneNode.
    def setPosition(self, position):
        if not self._enabled or position == self._position:
            return

        self._position = position
        self._transformChanged()

    ##  Signal. Emitted whenever the transformation of this object or any child object changes.
    #   \param object The object that caused the change.
    transformationChanged = Signal()

    ##  Rotate this scene node in such a way that it is looking at target.
    #
    #   \param target \type{Vector} The target to look at.
    #   \param up \type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0).
    def lookAt(self, target, up = Vector.Unit_Y):
        if not self._enabled:
            return

        eye = self.getWorldPosition()
        f = (target - eye).normalize()
        up.normalize()
        s = f.cross(up).normalize()
        u = s.cross(f).normalize()

        m = Matrix([
            [ s.x,  u.x,  -f.x, 0.0],
            [ s.y,  u.y,  -f.y, 0.0],
            [ s.z,  u.z,  -f.z, 0.0],
            [ 0.0,  0.0,  0.0,  1.0]
        ])

        if self._parent:
            self._orientation = self._parent._getDerivedOrientation() * Quaternion.fromMatrix(m)
        else:
            self._orientation = Quaternion.fromMatrix(m)
        self._transformChanged()

    ##  Can be overridden by child nodes if they need to perform special rendering.
    #   If you need to handle rendering in a special way, for example for tool handles,
    #   you can override this method and render the node. Return True to prevent the
    #   view from rendering any attached mesh data.
    #
    #   \param renderer The renderer object to use for rendering.
    #
    #   \return False if the view should render this node, True if we handle our own rendering.
    def render(self, renderer):
        return False

    ##  Get whether this SceneNode is enabled, that is, it can be modified in any way.
    def isEnabled(self):
        if self._parent != None and self._enabled:
            return self._parent.isEnabled()
        else:
            return self._enabled

    ##  Set whether this SceneNode is enabled.
    #   \param enable True if this object should be enabled, False if not.
    #   \sa isEnabled
    def setEnabled(self, enable):
        self._enabled = enable

    ##  Get whether this SceneNode can be selected.
    #
    #   \note This will return false if isEnabled() returns false.
    def isSelectable(self):
        return self._enabled and self._selectable

    ##  Set whether this SceneNode can be selected.
    #
    #   \param select True if this SceneNode should be selectable, False if not.
    def setSelectable(self, select):
        self._selectable = select

    ##  Get the bounding box of this node and its children.
    #
    #   Note that the AABB is calculated in a separate thread. This method will return an invalid (size 0) AABB
    #   while the calculation happens.
    def getBoundingBox(self):
        if self._aabb:
            return self._aabb

        if not self._aabb_job:
            self._resetAABB()

        return AxisAlignedBox()

    ##  Set whether or not to calculate the bounding box for this node.
    #
    #   \param calculate True if the bounding box should be calculated, False if not.
    def setCalculateBoundingBox(self, calculate):
        self._calculate_aabb = calculate

    boundingBoxChanged = Signal()

    ##  private:
    def _getDerivedPosition(self):
        if not self._derived_position:
            self._updateTransformation()

        return self._derived_position

    def _getDerivedOrientation(self):
        if not self._derived_orientation:
            self._updateTransformation()

        # Sometimes the derived orientation can be None.
        # I've not been able to locate the cause of this, but this prevents it being an issue.
        if not self._derived_orientation:
            self._derived_orientation = Quaternion()
        return self._derived_orientation

    def _getDerivedScale(self):
        if not self._derived_scale:
            self._updateTransformation()

        return self._derived_scale

    def _transformChanged(self):
        self._resetAABB()
        self._transformation = None
        self._world_transformation = None
        self._derived_position = None
        self._derived_orientation = None
        self._derived_scale = None

        self.transformationChanged.emit(self)

        for child in self._children:
            child._transformChanged()

    def _updateTransformation(self):
        scale_and_mirror = self._scale * self._mirror
        self._transformation = Matrix.fromPositionOrientationScale(self._position, self._orientation, scale_and_mirror)

        if self._parent:
            parent_orientation = self._parent._getDerivedOrientation()
            if self._inherit_orientation:
                self._derived_orientation = parent_orientation * self._orientation
            else:
                self._derived_orientation = self._orientation

            # Sometimes the derived orientation can be None.
            # I've not been able to locate the cause of this, but this prevents it being an issue.
            if not self._derived_orientation:
                self._derived_orientation = Quaternion()

            parent_scale = self._parent._getDerivedScale()
            if self._inherit_scale:
                self._derived_scale = parent_scale.scale(scale_and_mirror)
            else:
                self._derived_scale = scale_and_mirror

            self._derived_position = parent_orientation.rotate(parent_scale.scale(self._position))
            self._derived_position += self._parent._getDerivedPosition()

            self._world_transformation = Matrix.fromPositionOrientationScale(self._derived_position, self._derived_orientation, self._derived_scale)
        else:
            self._derived_position = self._position
            self._derived_orientation = self._orientation
            self._derived_scale = scale_and_mirror
            self._world_transformation = self._transformation

    def _resetAABB(self):
        if not self._calculate_aabb:
            return

        self._aabb = None

        if self._aabb_job:
            self._aabb_job.cancel()

        self._aabb_job = _CalculateAABBJob(self)
        self._aabb_job.start()
Beispiel #58
0
    def test_translateWorld(self):
        node1 = SceneNode()

        node2 = SceneNode(node1)

        self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 0))

        node1.translate(Vector(0, 0, 10))

        self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
        self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 10))

        node2.translate(Vector(0, 0, 10))

        self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
        self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 20))

        node1.rotate(Quaternion.fromAngleAxis(math.pi / 2, Vector.Unit_Y))

        self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
        self.assertEqual(node2.getWorldPosition(), Vector(10, 0, 10))

        node2.translate(Vector(0, 0, 10))

        # Local translation on Z with a parent rotated 90 degrees results in movement on X axis
        pos = node2.getWorldPosition()
        #Using fuzzyCompare due to accumulation of floating point error
        self.assertTrue(Float.fuzzyCompare(pos.x, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 10, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))

        node2.translate(Vector(0, 0, 10), SceneNode.TransformSpace.World)

        # World translation on Z with a parent rotated 90 degrees results in movement on Z axis
        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))

        node1.translate(Vector(0, 0, 10))

        self.assertEqual(node1.getWorldPosition(), Vector(10, 0, 10))

        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 30, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))

        node1.scale(Vector(2, 2, 2))

        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 50, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 30, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))

        node2.translate(Vector(0, 0, 10))

        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 70, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 30, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))

        # World space set position
        node1 = SceneNode()
        node2 = SceneNode(node1)
        node1.setPosition(Vector(15,15,15))
        node2.setPosition(Vector(10,10,10))
        self.assertEqual(node2.getWorldPosition(), Vector(25, 25, 25))
        node2.setPosition(Vector(15,15,15), SceneNode.TransformSpace.World)
        self.assertEqual(node2.getWorldPosition(), Vector(15, 15, 15))
        self.assertEqual(node2.getPosition(), Vector(0,0,0))

        node1.setPosition(Vector(15,15,15))
        node2.setPosition(Vector(0,0,0))
        node2.rotate(Quaternion.fromAngleAxis(-math.pi / 2, Vector.Unit_Y))
        node2.translate(Vector(10,0,0))
        self.assertEqual(node2.getWorldPosition(), Vector(15,15,25))

        node2.setPosition(Vector(15,15,25), SceneNode.TransformSpace.World)
        self.assertEqual(node2.getWorldPosition(), Vector(15,15,25))
        self.assertEqual(node2.getPosition(), Vector(0,0,10))
Beispiel #59
0
    def event(self, event):
        super().event(event)

        if event.type == Event.KeyPressEvent and event.key == KeyEvent.ShiftKey:
            self._snap_rotation = (not self._snap_rotation)

        if event.type == Event.KeyReleaseEvent and event.key == KeyEvent.ShiftKey:
            self._snap_rotation = (not self._snap_rotation)

        if event.type == Event.MousePressEvent:
            if MouseEvent.LeftButton not in event.buttons:
                return False

            id = self._renderer.getIdAtCoordinate(event.x, event.y)
            if not id:
                return

            if ToolHandle.isAxis(id):
                self.setLockedAxis(id)
                handle_position = self._handle.getWorldPosition()

                if id == ToolHandle.XAxis:
                    self.setDragPlane(Plane(Vector(1, 0, 0), handle_position.x))
                elif id == ToolHandle.YAxis:
                    self.setDragPlane(Plane(Vector(0, 1, 0), handle_position.y))
                elif self._locked_axis == ToolHandle.ZAxis:
                    self.setDragPlane(Plane(Vector(0, 0, 1), handle_position.z))

                self.setDragStart(event.x, event.y)

        if event.type == Event.MouseMoveEvent:
            if not self.getDragPlane():
                return False

            handle_position = self._handle.getWorldPosition()
            drag_start = (self.getDragStart() - handle_position).normalize()
            drag_position = self.getDragPosition(event.x, event.y)
            if not drag_position:
                return
            drag_end = (drag_position - handle_position).normalize()

            angle = math.acos(drag_start.dot(drag_end))
            if self._snap_rotation:
                angle = int(angle / self._snap_angle) * self._snap_angle
                if angle == 0:
                    return

            rotation = None
            if self.getLockedAxis() == ToolHandle.XAxis:
                direction = 1 if Vector.Unit_X.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_X)
            elif self.getLockedAxis() == ToolHandle.YAxis:
                direction = 1 if Vector.Unit_Y.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Y)
            elif self.getLockedAxis() == ToolHandle.ZAxis:
                direction = 1 if Vector.Unit_Z.dot(drag_start.cross(drag_end)) > 0 else -1
                rotation = Quaternion.fromAngleAxis(direction * angle, Vector.Unit_Z)

            Selection.applyOperation(RotateOperation, rotation)

            self.setDragStart(event.x, event.y)
            self.updateHandlePosition()

        if event.type == Event.MouseReleaseEvent:
            if self.getDragPlane():
                self.setDragPlane(None)
                self.setLockedAxis(None)
                return True