Update build volume when per-object settings change

Requires some multi-levelled trickery to get the event listeners working. This also assumes that the per-object stack decorator is not deleted at any point unless the mesh is deleted (which is currently a correct assumption). If that ever changes though, the harm is just that the update function is still listening on the deleted decorator's stack.

Contributes to issue CURA-2625.
This commit is contained in:
Ghostkeeper 2016-11-15 11:52:04 +01:00
parent 747ade2382
commit f0766cbaf3
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GPG key ID: C5F96EE2BC0F7E75

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@ -75,8 +75,8 @@ class BuildVolume(SceneNode):
self._has_errors = False
Application.getInstance().getController().getScene().sceneChanged.connect(self._onSceneChanged)
# Number of objects loaded at the moment.
self._number_of_objects = 0
#Objects loaded at the moment. We are connected to the property changed events of these objects.
self._scene_objects = set()
self._change_timer = QTimer()
self._change_timer.setInterval(100)
@ -102,11 +102,28 @@ class BuildVolume(SceneNode):
def _onChangeTimerFinished(self):
root = Application.getInstance().getController().getScene().getRoot()
new_number_of_objects = len([node for node in BreadthFirstIterator(root) if node.getMeshData() and type(node) is SceneNode])
if new_number_of_objects != self._number_of_objects:
self._number_of_objects = new_number_of_objects
new_scene_objects = set(node for node in BreadthFirstIterator(root) if node.getMeshData() and type(node) is SceneNode)
if new_scene_objects != self._scene_objects:
for node in new_scene_objects - self._scene_objects: #Nodes that were added to the scene.
node.decoratorsChanged.connect(self._onNodeDecoratorChanged)
for node in self._scene_objects - new_scene_objects: #Nodes that were removed from the scene.
per_mesh_stack = node.callDecoration("getStack")
if per_mesh_stack:
per_mesh_stack.propertyChanged.disconnect(self._onSettingPropertyChanged)
node.decoratorsChanged.disconnect(self._onNodeDecoratorChanged)
self._scene_objects = new_scene_objects
self._onSettingPropertyChanged("print_sequence", "value") # Create fake event, so right settings are triggered.
## Updates the listeners that listen for changes in per-mesh stacks.
#
# \param node The node for which the decorators changed.
def _onNodeDecoratorChanged(self, node):
print("NODE DECORATOR CHANGED!", node)
per_mesh_stack = node.callDecoration("getStack")
if per_mesh_stack:
per_mesh_stack.propertyChanged.connect(self._onSettingPropertyChanged)
def setWidth(self, width):
if width: self._width = width
@ -320,7 +337,7 @@ class BuildVolume(SceneNode):
self._width = self._global_container_stack.getProperty("machine_width", "value")
machine_height = self._global_container_stack.getProperty("machine_height", "value")
if self._global_container_stack.getProperty("print_sequence", "value") == "one_at_a_time" and self._number_of_objects > 1:
if self._global_container_stack.getProperty("print_sequence", "value") == "one_at_a_time" and len(self._scene_objects) > 1:
self._height = min(self._global_container_stack.getProperty("gantry_height", "value"), machine_height)
if self._height < machine_height:
self._build_volume_message.show()
@ -343,7 +360,7 @@ class BuildVolume(SceneNode):
rebuild_me = False
if setting_key == "print_sequence":
machine_height = self._global_container_stack.getProperty("machine_height", "value")
if Application.getInstance().getGlobalContainerStack().getProperty("print_sequence", "value") == "one_at_a_time" and self._number_of_objects > 1:
if Application.getInstance().getGlobalContainerStack().getProperty("print_sequence", "value") == "one_at_a_time" and len(self._scene_objects) > 1:
self._height = min(self._global_container_stack.getProperty("gantry_height", "value"), machine_height)
if self._height < machine_height:
self._build_volume_message.show()
@ -354,7 +371,7 @@ class BuildVolume(SceneNode):
self._build_volume_message.hide()
rebuild_me = True
if setting_key in self._skirt_settings or setting_key in self._prime_settings or setting_key in self._tower_settings or setting_key == "print_sequence" or setting_key in self._ooze_shield_settings or setting_key in self._distance_settings:
if setting_key in self._skirt_settings or setting_key in self._prime_settings or setting_key in self._tower_settings or setting_key == "print_sequence" or setting_key in self._ooze_shield_settings or setting_key in self._distance_settings or setting_key in self._extruder_settings:
self._updateDisallowedAreas()
rebuild_me = True
@ -703,3 +720,4 @@ class BuildVolume(SceneNode):
_tower_settings = ["prime_tower_enable", "prime_tower_size", "prime_tower_position_x", "prime_tower_position_y"]
_ooze_shield_settings = ["ooze_shield_enabled", "ooze_shield_dist"]
_distance_settings = ["infill_wipe_dist", "travel_avoid_distance", "support_offset", "support_enable", "travel_avoid_other_parts"]
_extruder_settings = ["support_enable", "support_interface_enable", "support_infill_extruder_nr", "support_extruder_nr_layer_0", "support_interface_extruder_nr", "brim_line_count", "adhesion_extruder_nr", "adhesion_type"] #Settings that can affect which extruders are used.