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# Copyright (c) 2018 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.
import functools #For partial to update files that were changed.
import os.path #To watch files for changes.
from PyQt5.QtCore import QFileSystemWatcher #To watch files for changes.
import threading
from UM.i18n import i18nCatalog
from UM.Logger import Logger
from UM.Mesh.ReadMeshJob import ReadMeshJob #To reload a mesh when its file was changed.
from UM.Message import Message #To display a message for reloading files that were changed.
from UM.Scene.Camera import Camera
from UM.Signal import Signal, signalemitter
from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
i18n_catalog = i18nCatalog("uranium")
## Container object for the scene graph
#
# The main purpose of this class is to provide the root SceneNode.
@signalemitter
class Scene():
def __init__(self):
super().__init__() # Call super to make multiple inheritance work.
from UM.Scene.SceneNode import SceneNode
self._root = SceneNode(name= "Root")
self._root.setCalculateBoundingBox(False)
self._connectSignalsRoot()
self._active_camera = None
self._ignore_scene_changes = False
self._lock = threading.Lock()
#Watching file for changes.
self._file_watcher = QFileSystemWatcher()
self._file_watcher.fileChanged.connect(self._onFileChanged)
def _connectSignalsRoot(self):
self._root.transformationChanged.connect(self.sceneChanged)
self._root.childrenChanged.connect(self.sceneChanged)
self._root.meshDataChanged.connect(self.sceneChanged)
def _disconnectSignalsRoot(self):
self._root.transformationChanged.disconnect(self.sceneChanged)
self._root.childrenChanged.disconnect(self.sceneChanged)
self._root.meshDataChanged.disconnect(self.sceneChanged)
def setIgnoreSceneChanges(self, ignore_scene_changes):
if self._ignore_scene_changes != ignore_scene_changes:
self._ignore_scene_changes = ignore_scene_changes
if self._ignore_scene_changes:
self._disconnectSignalsRoot()
else:
self._connectSignalsRoot()
## Acquire the global scene lock.
#
# This will prevent any read or write actions on the scene from other threads,
# assuming those threads also properly acquire the lock. Most notably, this
# prevents the rendering thread from rendering the scene while it is changing.
# Deprecated, use getSceneLock() instead.
def acquireLock(self):
self._lock.acquire()
## Release the global scene lock.
# Deprecated, use getSceneLock() instead.
def releaseLock(self):
self._lock.release()
## Gets the global scene lock.
#
# Use this lock to prevent any read or write actions on the scene from other threads,
# assuming those threads also properly acquire the lock. Most notably, this
# prevents the rendering thread from rendering the scene while it is changing.
def getSceneLock(self):
return self._lock
## Get the root node of the scene.
def getRoot(self):
return self._root
## Change the root node of the scene
def setRoot(self, node):
if self._root != node:
if not self._ignore_scene_changes:
self._disconnectSignalsRoot()
self._root = node
if not self._ignore_scene_changes:
self._connectSignalsRoot()
self.rootChanged.emit()
rootChanged = Signal()
## Get the camera that should be used for rendering.
def getActiveCamera(self):
return self._active_camera
def getAllCameras(self):
cameras = []
for node in BreadthFirstIterator(self._root):
if isinstance(node, Camera):
cameras.append(node)
return cameras
## Set the camera that should be used for rendering.
# \param name The name of the camera to use.
def setActiveCamera(self, name):
camera = self.findCamera(name)
if camera:
self._active_camera = camera
## Signal. Emitted whenever something in the scene changes.
# \param object The object that triggered the change.
sceneChanged = Signal()
## Find an object by id.
#
# \param object_id The id of the object to search for, as returned by the python id() method.
#
# \return The object if found, or None if not.
def findObject(self, object_id):
for node in BreadthFirstIterator(self._root):
if id(node) == object_id:
return node
return None
def findCamera(self, name):
for node in BreadthFirstIterator(self._root):
if isinstance(node, Camera) and node.getName() == name:
return node
## Add a file to be watched for changes.
# \param file_path The path to the file that must be watched.
def addWatchedFile(self, file_path):
self._file_watcher.addPath(file_path)
## Remove a file so that it will no longer be watched for changes.
# \param file_path The path to the file that must no longer be watched.
def removeWatchedFile(self, file_path):
self._file_watcher.removePath(file_path)
## Triggered whenever a file is changed that we currently have loaded.
def _onFileChanged(self, file_path):
if not os.path.isfile(self.file_path): #File doesn't exist any more.
return
#Multiple nodes may be loaded from the same file at different stages. Reload them all.
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator #To find which nodes to reload when files have changed.
modified_nodes = (node for node in DepthFirstIterator(self.getRoot()) if node.getMeshData() and node.getMeshData().getFileName() == file_path)
if modified_nodes:
message = Message(i18n_catalog.i18nc("@info", "Would you like to reload {filename}?").format(filename = os.path.basename(self._file_name)),
title = i18n_catalog.i18nc("@info:title", "File has been modified"))
message.addAction("reload", i18n_catalog.i18nc("@action:button", "Reload"), icon = None, description = i18n_catalog.i18nc("@action:description", "This will trigger the modified files to reload from disk."))
message.actionTriggered.connect(functools.partialmethod(self._reloadNodes, modified_nodes))
message.show()
## Reloads a list of nodes after the user pressed the "Reload" button.
# \param nodes The list of nodes that needs to be reloaded.
# \param message The message that triggered the action to reload them.
# \param action The button that triggered the action to reload them.
def _reloadNodes(self, nodes, message, action):
if action != "reload":
return
for node in nodes:
if not os.path.isfile(node.getMeshData().getFileName()): #File doesn't exist any more.
continue
job = ReadMeshJob(node.getMeshData().getFileName())
job._node = node
job.finished.connect(self._reloadJobFinished)
job.start()
## Triggered when reloading has finished.
#
# This then puts the resulting mesh data in the node.
def _reloadJobFinished(self, job):
for node in job.getResult():
mesh_data = node.getMeshData()
if mesh_data:
job._node.setMeshData(mesh_data)
else:
Logger.log("w", "Could not find a mesh in reloaded node.")
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