Add a PlatformPhysics class to handle some details about keeping objects on the printer platform

This commit is contained in:
Arjen Hiemstra 2014-12-22 15:11:52 +01:00
parent e68e761598
commit abe19dfd9b

39
PlatformPhysics.py Normal file
View file

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