Perform Platform physics changes on scene changed again and use a custom operation for better op merging

This commit is contained in:
Arjen Hiemstra 2015-01-06 17:16:24 +01:00
parent bfa3c00200
commit e24c120e82
2 changed files with 35 additions and 16 deletions

View file

@ -5,35 +5,27 @@ from UM.Math.Float import Float
from UM.Math.Vector import Vector
from UM.Application import Application
from PlatformPhysicsOperation import PlatformPhysicsOperation
import time
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()
self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
self._signal_source = None
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):
def _onSceneChanged(self, source):
root = self._controller.getScene().getRoot()
for node in BreadthFirstIterator(root):
if type(node) is not SceneNode:
if node is root or 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))
op = PlatformPhysicsOperation(node, Vector(0, -bbox.bottom, 0))
Application.getInstance().getOperationStack().push(op)
self._signal_source = None