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Add a PlatformPhysics class to handle some details about keeping objects on the printer platform
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39
PlatformPhysics.py
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39
PlatformPhysics.py
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
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from UM.Operations.TranslateOperation import TranslateOperation
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from UM.Math.Float import Float
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from UM.Math.Vector import Vector
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from UM.Application import Application
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import threading
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class PlatformPhysics:
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def __init__(self, controller):
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super().__init__()
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self._controller = controller
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self._controller.activeToolChanged.connect(self._onActiveToolChanged)
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self._active_tool = None
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self._operation = False
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self._onActiveToolChanged()
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def _onActiveToolChanged(self):
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if self._active_tool:
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self._active_tool.endOperation.disconnect(self._onEndOperation)
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self._active_tool = self._controller.getActiveTool()
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if self._active_tool:
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self._active_tool.endOperation.connect(self._onEndOperation)
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def _onEndOperation(self):
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root = self._controller.getScene().getRoot()
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for node in BreadthFirstIterator(root):
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if type(node) is not SceneNode:
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continue
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bbox = node.getBoundingBox()
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if not Float.fuzzyCompare(bbox.bottom, 0.0):
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self._signal_source = node
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op = TranslateOperation(node, Vector(0, -bbox.bottom, 0))
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Application.getInstance().getOperationStack().push(op)
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self._signal_source = None
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