Ejemplo n.º 1
0
    def setBuildPlateForSelection(self, build_plate_nr: int) -> None:
        Logger.log("d", "Setting build plate number... %d" % build_plate_nr)
        operation = GroupedOperation()

        root = cura.CuraApplication.CuraApplication.getInstance(
        ).getController().getScene().getRoot()

        nodes_to_change = []
        for node in Selection.getAllSelectedObjects():
            parent_node = node  # Find the parent node to change instead
            while parent_node.getParent() != root:
                parent_node = parent_node.getParent()

            for single_node in BreadthFirstIterator(
                    parent_node
            ):  #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
                nodes_to_change.append(single_node)

        if not nodes_to_change:
            Logger.log("d", "Nothing to change.")
            return

        for node in nodes_to_change:
            operation.addOperation(
                SetBuildPlateNumberOperation(node, build_plate_nr))
        operation.push()

        Selection.clear()
Ejemplo n.º 2
0
    def deleteAll(self, only_selectable = True) -> None:
        Logger.log("i", "Clearing scene")
        if not self.getController().getToolsEnabled():
            return

        nodes = []
        for node in DepthFirstIterator(self.getController().getScene().getRoot()): #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
            if not isinstance(node, SceneNode):
                continue
            if (not node.getMeshData() and not node.callDecoration("getLayerData")) and not node.callDecoration("isGroup"):
                continue  # Node that doesnt have a mesh and is not a group.
            if only_selectable and not node.isSelectable():
                continue
            if not node.callDecoration("isSliceable") and not node.callDecoration("getLayerData") and not node.callDecoration("isGroup"):
                continue  # Only remove nodes that are selectable.
            if node.getParent() and cast(SceneNode, 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:
                op.addOperation(RemoveSceneNodeOperation(node))

                # Reset the print information
                self.getController().getScene().sceneChanged.emit(node)

            op.push()
            Selection.clear()
Ejemplo n.º 3
0
    def changeSelection(self, index):
        modifiers = QApplication.keyboardModifiers()
        ctrl_is_active = modifiers & Qt.ControlModifier
        shift_is_active = modifiers & Qt.ShiftModifier

        if ctrl_is_active:
            item = self._objects_model.getItem(index)
            node = item["node"]
            if Selection.isSelected(node):
                Selection.remove(node)
            else:
                Selection.add(node)
        elif shift_is_active:
            polarity = 1 if index + 1 > self._last_selected_index else -1
            for i in range(self._last_selected_index, index + polarity, polarity):
                item = self._objects_model.getItem(i)
                node = item["node"]
                Selection.add(node)
        else:
            # Single select
            item = self._objects_model.getItem(index)
            node = item["node"]
            build_plate_number = node.callDecoration("getBuildPlateNumber")
            if build_plate_number is not None and build_plate_number != -1:
                self.setActiveBuildPlate(build_plate_number)
            Selection.clear()
            Selection.add(node)

        self._last_selected_index = index
Ejemplo n.º 4
0
    def deleteAllNodesWithMeshData(self, only_selectable:bool = True) -> None:
        Logger.log("i", "Clearing scene")
        if not self.getToolsEnabled():
            return

        nodes = []
        for node in DepthFirstIterator(self.getScene().getRoot()):
            if not node.getMeshData() and not node.callDecoration("isGroup"):
                continue  # Node that doesnt have a mesh and is not a group.
            if only_selectable and not node.isSelectable():
                continue  # Only remove nodes that are selectable.
            if node.getParent() and cast(SceneNode, node.getParent()).callDecoration("isGroup"):
                continue  # Grouped nodes don't need resetting as their parent (the group) is resetted)
            nodes.append(node)
        if nodes:
            from UM.Operations.GroupedOperation import GroupedOperation
            op = GroupedOperation()

            for node in nodes:
                from UM.Operations.RemoveSceneNodeOperation import RemoveSceneNodeOperation
                op.addOperation(RemoveSceneNodeOperation(node))

                # Reset the print information
                self.getScene().sceneChanged.emit(node)

            op.push()
            from UM.Scene.Selection import Selection
            Selection.clear()
Ejemplo n.º 5
0
    def changeSelection(self, index):
        modifiers = QApplication.keyboardModifiers()
        ctrl_is_active = modifiers & Qt.ControlModifier
        shift_is_active = modifiers & Qt.ShiftModifier

        if ctrl_is_active:
            item = self._objects_model.getItem(index)
            node = item["node"]
            if Selection.isSelected(node):
                Selection.remove(node)
            else:
                Selection.add(node)
        elif shift_is_active:
            polarity = 1 if index + 1 > self._last_selected_index else -1
            for i in range(self._last_selected_index, index + polarity,
                           polarity):
                item = self._objects_model.getItem(i)
                node = item["node"]
                Selection.add(node)
        else:
            # Single select
            item = self._objects_model.getItem(index)
            node = item["node"]
            build_plate_number = node.callDecoration("getBuildPlateNumber")
            if build_plate_number is not None and build_plate_number != -1:
                self.setActiveBuildPlate(build_plate_number)
            Selection.clear()
            Selection.add(node)

        self._last_selected_index = index
Ejemplo n.º 6
0
    def _boundingBoxSelection(self, event):
        """Handle mouse and keyboard events for bounding box selection

        :param event: type(Event) passed from self.event()
        """

        root = self._scene.getRoot()

        ray = self._scene.getActiveCamera().getRay(event.x, event.y)

        intersections = []
        for node in BreadthFirstIterator(root):
            if node.isEnabled() and not node.isLocked():
                intersection = node.getBoundingBox().intersectsRay(ray)
                if intersection:
                    intersections.append((node, intersection[0], intersection[1]))

        if intersections:
            intersections.sort(key=lambda k: k[1])

            node = intersections[0][0]
            if not Selection.isSelected(node):
                if not self._shift_is_active:
                    Selection.clear()
                Selection.add(node)
        else:
            Selection.clear()
Ejemplo n.º 7
0
    def _pixelSelection(self, event):
        pixel_id = self._renderer.getIdAtCoordinate(event.x, event.y)

        if not pixel_id:
            Selection.clear()
            return
        for node in BreadthFirstIterator(self._scene.getRoot()):
            if id(node) == pixel_id:
                
                if self._ctrl_is_active:
                    if Selection.isSelected(node):
                        if node.getParent():
                            if node.getParent().callDecoration("isGroup"):
                                Selection.remove(node.getParent())
                            else:
                                Selection.remove(node)
                    else: 
                        Selection.add(node)
                        if node.getParent():
                            if node.getParent().callDecoration("isGroup"):
                                Selection.add(node.getParent())
                            else:
                                Selection.add(node)
                else:
                    if not Selection.isSelected(node) or Selection.getCount() > 1:
                        Selection.clear()
                        if node.getParent():
                            if node.getParent().callDecoration("isGroup"):
                                Selection.add(node.getParent())
                            else: 
                                Selection.add(node)
Ejemplo n.º 8
0
    def deleteAll(self, only_selectable=True) -> None:
        Logger.log("i", "Clearing scene")
        if not self.getController().getToolsEnabled():
            return

        nodes = []
        for node in DepthFirstIterator(
                self.getController().getScene().getRoot()
        ):  #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
            if not isinstance(node, SceneNode):
                continue
            if (not node.getMeshData()
                    and not node.callDecoration("getLayerData")
                ) and not node.callDecoration("isGroup"):
                continue  # Node that doesnt have a mesh and is not a group.
            if only_selectable and not node.isSelectable():
                continue
            if not node.callDecoration(
                    "isSliceable") and not node.callDecoration(
                        "getLayerData") and not node.callDecoration("isGroup"):
                continue  # Only remove nodes that are selectable.
            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:
                op.addOperation(RemoveSceneNodeOperation(node))

                # Reset the print information
                self.getController().getScene().sceneChanged.emit(node)

            op.push()
            Selection.clear()
Ejemplo n.º 9
0
    def setActiveBuildPlate(self, nr):
        if nr == self._active_build_plate:
            return
        Logger.log("d", "Select build plate: %s" % nr)
        self._active_build_plate = nr
        Selection.clear()

        self._build_plate_model.setActiveBuildPlate(nr)
        self._objects_model.setActiveBuildPlate(nr)
Ejemplo n.º 10
0
    def removeSelection(self):
        if not Selection.hasSelection():
            return

        op = GroupedOperation()
        for node in Selection.getAllSelectedObjects():
            op.addOperation(RemoveSceneNodeOperation(node))
        op.push()
        Selection.clear()
Ejemplo n.º 11
0
    def removeSelection(self):
        if not Selection.hasSelection():
            return

        op = GroupedOperation()
        for node in Selection.getAllSelectedObjects():
            op.addOperation(RemoveSceneNodeOperation(node))
        op.push()
        Selection.clear()
Ejemplo n.º 12
0
    def setActiveBuildPlate(self, nr):
        if nr == self._active_build_plate:
            return
        Logger.log("d", "Select build plate: %s" % nr)
        self._active_build_plate = nr
        Selection.clear()

        self._multi_build_plate_model.setActiveBuildPlate(nr)
        self._objects_model.setActiveBuildPlate(nr)
        self.activeBuildPlateChanged.emit()
Ejemplo n.º 13
0
    def test_clearSelection(self):
        node_1 = SceneNode()
        node_2 = SceneNode()
        Selection.add(node_1)
        Selection.add(node_2)
        # Ensure that the objects we want selected are selected
        assert Selection.getAllSelectedObjects() == [node_1, node_2]

        Selection.clear()
        assert Selection.getAllSelectedObjects() == []
Ejemplo n.º 14
0
    def _pixelSelection(self, event):
        pixel_id = self._renderer.getIdAtCoordinate(event.x, event.y)

        if not pixel_id:
            Selection.clear()
            return

        for node in BreadthFirstIterator(self._scene.getRoot()):
            if id(node) == pixel_id:
                if not Selection.isSelected(node):
                    Selection.clear()
                    Selection.add(node)
Ejemplo n.º 15
0
    def selectAll(self):
        if not self.getController().getToolsEnabled():
            return

        Selection.clear()
        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)
            Selection.add(node)
Ejemplo n.º 16
0
    def selectAll(self):
        if not self.getController().getToolsEnabled():
            return

        Selection.clear()
        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)
            Selection.add(node)
Ejemplo n.º 17
0
    def _pixelSelection(self, event):
        pixel_id = self._renderer.getIdAtCoordinate(event.x, event.y)

        if not pixel_id:
            Selection.clear()
            return
        for node in BreadthFirstIterator(self._scene.getRoot()):
            if id(node) == pixel_id:
                if self._ctrl_is_active:
                    if Selection.isSelected(node):
                        if node.getParent():
                            group_node = node.getParent()
                            if not group_node.callDecoration("isGroup"):
                                Selection.remove(node)
                            else:
                                while group_node.getParent().callDecoration(
                                        "isGroup"):
                                    group_node = group_node.getParent()
                                Selection.remove(group_node)
                    else:
                        if node.getParent():
                            group_node = node.getParent()
                            if not group_node.callDecoration("isGroup"):
                                Selection.add(node)
                            else:
                                while group_node.getParent().callDecoration(
                                        "isGroup"):
                                    group_node = group_node.getParent()
                                Selection.add(group_node)
                else:
                    if not Selection.isSelected(
                            node) or Selection.getCount() > 1:
                        Selection.clear()
                        if node.getParent():
                            group_node = node.getParent()
                            if not group_node.callDecoration("isGroup"):
                                Selection.add(node)
                            else:
                                while group_node.getParent().callDecoration(
                                        "isGroup"):
                                    group_node = group_node.getParent()
                                Selection.add(group_node)
Ejemplo n.º 18
0
    def _boundingBoxSelection(self, event):
        root = self._scene.getRoot()

        ray = self._scene.getActiveCamera().getRay(event.x, event.y)

        intersections = []
        for node in BreadthFirstIterator(root):
            if node.getSelectionMask() == self._selectionMask and not node.isLocked():
                intersection = node.getBoundingBox().intersectsRay(ray)
                if intersection:
                    intersections.append((node, intersection[0], intersection[1]))

        if intersections:
            intersections.sort(key=lambda k: k[1])

            node = intersections[0][0]
            if not Selection.isSelected(node):
                Selection.clear()
                Selection.add(node)
        else:
            Selection.clear()
Ejemplo n.º 19
0
    def onStageSelected(self):
        application = CuraApplication.getInstance()
        controller = application.getController()

        Selection.clear()

        printable_node = self._exit_stage_if_scene_is_invalid()

        if not printable_node:
            return

        self._previous_view = controller.getActiveView().name

        # When the Smart Slice stage is active we want to use our SmartSliceView
        # to control the rendering of various nodes. Views are referred to by their
        # plugin name.
        controller.setActiveView('SmartSlicePlugin')

        if not Selection.hasSelection():
            Selection.add(printable_node)

        # Ensure we have tools defined and apply them here
        use_tool = self._our_toolset[0]
        self.setToolVisibility(True)
        controller.setFallbackTool(use_tool)
        self._previous_tool = controller.getActiveTool()
        if self._previous_tool:
            controller.setActiveTool(use_tool)

        #  Set the Active Extruder for the Cloud interactions
        self._connector._proxy._activeMachineManager = CuraApplication.getInstance(
        ).getMachineManager()
        self._connector._proxy._activeExtruder = self._connector._proxy._activeMachineManager._global_container_stack.extruderList[
            0]

        if not self._connector.propertyHandler._initialized:
            self._connector.propertyHandler.cacheChanges()
            self._connector.propertyHandler._initialized = True

        self._connector.updateSliceWidget()
Ejemplo n.º 20
0
    def _pixelSelection(self, event):
        item_id = self._selection_pass.getIdAtPosition(event.x, event.y)

        if not item_id:
            Selection.clear()
            return

        for node in BreadthFirstIterator(self._scene.getRoot()):
            if id(node) == item_id:
                if self._ctrl_is_active:
                    if Selection.isSelected(node):
                        if node.getParent():
                            group_node = node.getParent()
                            if not group_node.callDecoration("isGroup"):
                                Selection.remove(node)
                            else:
                                while group_node.getParent().callDecoration("isGroup"):
                                    group_node = group_node.getParent()
                                Selection.remove(group_node)
                    else:
                        if node.getParent():
                            group_node = node.getParent()
                            if not group_node.callDecoration("isGroup"):
                                Selection.add(node)
                            else:
                                while group_node.getParent().callDecoration("isGroup"):
                                    group_node = group_node.getParent()
                                Selection.add(group_node)
                else:
                    if not Selection.isSelected(node) or Selection.getCount() > 1:
                        Selection.clear()
                        if node.getParent():
                            group_node = node.getParent()
                            if not group_node.callDecoration("isGroup"):
                                Selection.add(node)
                            else:
                                while group_node.getParent().callDecoration("isGroup"):
                                    group_node = group_node.getParent()
                                Selection.add(group_node)
Ejemplo n.º 21
0
    def deleteAll(self):
        Logger.log("i", "Clearing scene")
        if not self.getController().getToolsEnabled():
            return

        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:
                op.addOperation(RemoveSceneNodeOperation(node))

            op.push()
            Selection.clear()
Ejemplo n.º 22
0
    def _boundingBoxSelection(self, event):
        root = self._scene.getRoot()

        ray = self._scene.getActiveCamera().getRay(event.x, event.y)

        intersections = []
        for node in BreadthFirstIterator(root):
            if node.isEnabled() and not node.isLocked():
                intersection = node.getBoundingBox().intersectsRay(ray)
                if intersection:
                    intersections.append((node, intersection[0], intersection[1]))

        if intersections:
            intersections.sort(key=lambda k: k[1])

            node = intersections[0][0]
            if not Selection.isSelected(node):
                if not self._ctrl_is_active:
                    Selection.clear()
                Selection.add(node)
        else:
            Selection.clear()
Ejemplo n.º 23
0
    def deleteAll(self):
        Logger.log("i", "Clearing scene")
        if not self.getController().getToolsEnabled():
            return

        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:
                op.addOperation(RemoveSceneNodeOperation(node))

            op.push()
            Selection.clear()
Ejemplo n.º 24
0
    def _pixelSelection(self, event):
        # Find a node id by looking at a pixel value at the requested location
        if self._selection_pass:
            item_id = self._selection_pass.getIdAtPosition(event.x, event.y)
        else:
            Logger.log("w", "Selection pass is None. getRenderPass('selection') returned None")
            return False

        if not item_id and not self._shift_is_active:
            if Selection.hasSelection():
                Selection.clear()
                return True
            return False  # Nothing was selected before and the user didn't click on an object.

        # Find the scene-node which matches the node-id
        for node in BreadthFirstIterator(self._scene.getRoot()):
            if id(node) != item_id:
                continue

            if self._isNodeInGroup(node):
                is_selected = Selection.isSelected(self._findTopGroupNode(node))
            else:
                is_selected = Selection.isSelected(node)

            if self._shift_is_active:
                if is_selected:
                    # Deselect the SceneNode and its siblings in a group
                    if node.getParent():
                        if self._ctrl_is_active or not self._isNodeInGroup(node):
                            Selection.remove(node)
                        else:
                            Selection.remove(self._findTopGroupNode(node))
                        return True
                else:
                    # Select the SceneNode and its siblings in a group
                    if node.getParent():
                        if self._ctrl_is_active or not self._isNodeInGroup(node):
                            Selection.add(node)
                        else:
                            Selection.add(self._findTopGroupNode(node))
                        return True
            else:
                if not is_selected or Selection.getCount() > 1:
                    # Select only the SceneNode and its siblings in a group
                    Selection.clear()
                    if node.getParent():
                        if self._ctrl_is_active or not self._isNodeInGroup(node):
                            Selection.add(node)
                        else:
                            Selection.add(self._findTopGroupNode(node))
                        return True
                elif self._isNodeInGroup(node) and self._ctrl_is_active:
                    Selection.clear()
                    Selection.add(node)
                    return True

        return False
Ejemplo n.º 25
0
    def setBuildPlateForSelection(self, build_plate_nr: int) -> None:
        Logger.log("d", "Setting build plate number... %d" % build_plate_nr)
        operation = GroupedOperation()

        root = Application.getInstance().getController().getScene().getRoot()

        nodes_to_change = []
        for node in Selection.getAllSelectedObjects():
            parent_node = node  # Find the parent node to change instead
            while parent_node.getParent() != root:
                parent_node = parent_node.getParent()

            for single_node in BreadthFirstIterator(parent_node):
                nodes_to_change.append(single_node)

        if not nodes_to_change:
            Logger.log("d", "Nothing to change.")
            return

        for node in nodes_to_change:
            operation.addOperation(SetBuildPlateNumberOperation(node, build_plate_nr))
        operation.push()

        Selection.clear()
Ejemplo n.º 26
0
    def _pixelSelection(self, event):
        # Find a node id by looking at a pixel value at the requested location
        item_id = self._selection_pass.getIdAtPosition(event.x, event.y)

        if not item_id:
            Selection.clear()
            return

        # Find the scene-node which matches the node-id
        for node in BreadthFirstIterator(self._scene.getRoot()):
            if id(node) == item_id:
                if self._isNodeInGroup(node):
                    is_selected = Selection.isSelected(
                        self._findTopGroupNode(node))
                else:
                    is_selected = Selection.isSelected(node)

                if self._ctrl_is_active:
                    if is_selected:
                        # Deselect the scenenode and its sibblings in a group
                        if node.getParent():
                            if self._alt_is_active or not self._isNodeInGroup(
                                    node):
                                Selection.remove(node)
                            else:
                                Selection.remove(self._findTopGroupNode(node))
                    else:
                        # Select the scenenode and its sibblings in a group
                        if node.getParent():
                            if self._alt_is_active or not self._isNodeInGroup(
                                    node):
                                Selection.add(node)
                            else:
                                Selection.add(self._findTopGroupNode(node))
                else:
                    if not is_selected or Selection.getCount() > 1:
                        # Select only the scenenode and its sibblings in a group
                        Selection.clear()
                        if node.getParent():
                            if self._alt_is_active or not self._isNodeInGroup(
                                    node):
                                Selection.add(node)
                            else:
                                Selection.add(self._findTopGroupNode(node))
                    elif self._isNodeInGroup(node) and self._alt_is_active:
                        Selection.clear()
                        Selection.add(node)
Ejemplo n.º 27
0
    def _pixelSelection(self, event):
        # Find a node id by looking at a pixel value at the requested location
        item_id = self._selection_pass.getIdAtPosition(event.x, event.y)

        if not item_id and not self._shift_is_active:
            Selection.clear()
            return

        # Find the scene-node which matches the node-id
        for node in BreadthFirstIterator(self._scene.getRoot()):
            if id(node) == item_id:
                if self._isNodeInGroup(node):
                    is_selected = Selection.isSelected(self._findTopGroupNode(node))
                else:
                    is_selected = Selection.isSelected(node)
                if self._shift_is_active:
                    if is_selected:
                        # Deselect the scenenode and its sibblings in a group
                        if node.getParent():
                            if self._ctrl_is_active or not self._isNodeInGroup(node):
                                Selection.remove(node)
                            else:
                                Selection.remove(self._findTopGroupNode(node))
                    else:
                        # Select the scenenode and its sibblings in a group
                        if node.getParent():
                            if self._ctrl_is_active or not self._isNodeInGroup(node):
                                Selection.add(node)
                            else:
                                Selection.add(self._findTopGroupNode(node))
                else:
                    if not is_selected or Selection.getCount() > 1:
                        # Select only the scenenode and its sibblings in a group
                        Selection.clear()
                        if node.getParent():
                            if self._ctrl_is_active or not self._isNodeInGroup(node):
                                Selection.add(node)
                            else:
                                Selection.add(self._findTopGroupNode(node))
                    elif self._isNodeInGroup(node) and self._ctrl_is_active:
                        Selection.clear()
                        Selection.add(node)
Ejemplo n.º 28
0
 def setUp(self):
     Selection.clear()
     self.proxy = SelectionProxy()
Ejemplo n.º 29
0
 def clearAll(self):
     Selection.clearFace()
     Selection.clear()
Ejemplo n.º 30
0
 def setUp(self):
     Selection.clear()
Ejemplo n.º 31
0
 def tearDown(self):
     Selection.clear()
Ejemplo n.º 32
0
    def onStageSelected(self):
        if not SmartSliceStage.getSelectFaceSupported():
            error_message = Message(
                title="Smart Slice: OpenGL error",
                text=
                "You are running an outdated version of OpenGL which may not"
                " support selecting faces in Smart Slice. Please update OpenGL to at least version 4.1"
            )
            error_message.show()

        application = CuraApplication.getInstance()
        controller = application.getController()
        extruderManager = application.getExtruderManager()

        Selection.clear()

        printable_node = self._exit_stage_if_scene_is_invalid()

        if not printable_node:
            return

        self._previous_view = controller.getActiveView().name

        self._connector.api_connection.openConnection()

        # When the Smart Slice stage is active we want to use our SmartSliceView
        # to control the rendering of various nodes. Views are referred to by their
        # plugin name.
        controller.setActiveView('SmartSlicePlugin')

        self._connector.propertyHandler.jobCheck()

        if not Selection.hasSelection():
            Selection.add(printable_node)

        aabb = printable_node.getBoundingBox()
        if aabb:
            controller.getCameraTool().setOrigin(aabb.center)

        smart_slice_node = findChildSceneNode(printable_node,
                                              SmartSliceScene.Root)

        if not smart_slice_node:
            smart_slice_node = SmartSliceScene.Root()

            try:
                smart_slice_node.initialize(printable_node)
            except Exception as exc:
                Logger.logException("e", "Unable to analyze geometry")
                self._scene_not_ready(
                    i18n_catalog.i18n(
                        "Smart Slice could not analyze the geometry for face selection. It may be ill-formed."
                    ))
                if smart_slice_node:
                    printable_node.removeChild(smart_slice_node)
                return

            self.smartSliceNodeChanged.emit(smart_slice_node)

        for c in controller.getScene().getRoot().getAllChildren():
            if isinstance(c, SmartSliceScene.Root):
                c.setVisible(True)

        for mesh in getModifierMeshes():
            mesh.setSelectable(False)

            # Remove any HighlightFace if they exist
            for node in mesh.getChildren():
                if isinstance(node, SmartSliceScene.HighlightFace):
                    mesh.removeChild(node)
                elif isinstance(node, SmartSliceScene.Root):
                    mesh.removeChild(node)

        # Ensure we have tools defined and apply them here
        use_tool = self._our_toolset[0]
        self.setToolVisibility(True)
        controller.setFallbackTool(use_tool)
        self._previous_tool = controller.getActiveTool()
        if self._previous_tool:
            controller.setActiveTool(use_tool)

        self._connector.propertyHandler.cacheChanges()

        self._connector.updateSliceWidget()

        if self._invalid_scene_message and self._invalid_scene_message.visible:
            self._invalid_scene_message.hide()
Ejemplo n.º 33
0
 def setUp(self):
     Selection.clear()
     self.proxy = SelectionProxy()
Ejemplo n.º 34
0
 def tearDown(self):
     Selection.clear()