# *************************************************************************** # * (c) 2009, 2010 * # * Yorik van Havre , Ken Cline * # * (c) 2019 Eliud Cabrera Castillo * # * (c) 2020 Carlo Pavan * # * * # * This file is part of the FreeCAD CAx development system. * # * * # * This program is free software; you can redistribute it and/or modify * # * it under the terms of the GNU Lesser General Public License (LGPL) * # * as published by the Free Software Foundation; either version 2 of * # * the License, or (at your option) any later version. * # * for detail see the LICENCE text file. * # * * # * FreeCAD is distributed in the hope that it will be useful, * # * but WITHOUT ANY WARRANTY; without even the implied warranty of * # * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * # * GNU Library General Public License for more details. * # * * # * You should have received a copy of the GNU Library General Public * # * License along with FreeCAD; if not, write to the Free Software * # * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 * # * USA * # * * # *************************************************************************** """Provides utility functions that deal with GUI interactions. This module contains auxiliary functions which can be used in other modules of the workbench, and which require the graphical user interface (GUI), as they access the view providers of the objects or the 3D view. """ ## @package gui_utils # \ingroup draftutils # \brief Provides utility functions that deal with GUI interactions. ## \addtogroup draftutils # @{ import math import os import FreeCAD as App from draftutils import params from draftutils import utils from draftutils.messages import _err, _wrn from draftutils.translate import translate if App.GuiUp: import FreeCADGui as Gui from pivy import coin from PySide import QtCore from PySide import QtGui # from PySide import QtSvg # for load_texture def get_3d_view(): """Return the current 3D view. Returns ------- Gui::View3DInventor The Active 3D View or `None`. """ if not App.GuiUp: return None # FIXME The following two imports were added as part of PR4926 # Also see discussion https://forum.freecadweb.org/viewtopic.php?f=3&t=60251 import FreeCADGui as Gui from pivy import coin mw = Gui.getMainWindow() view = mw.getActiveWindow() if view is None: return None if not hasattr(view, "getSceneGraph"): return None return view get3DView = get_3d_view def autogroup(obj): """Add a given object to the defined Draft autogroup, if applicable. This function only works if the graphical interface is available. It checks that the `App.draftToolBar` class is available, which contains the group to use to automatically store new created objects. Originally, it worked with standard groups (`App::DocumentObjectGroup`), and Arch Workbench containers like `'Site'`, `'Building'`, `'Floor'`, and `'BuildingPart'`. Now it works with Draft Layers. Parameters ---------- obj: App::DocumentObject Any type of object that will be stored in the group. """ # check for required conditions for autogroup to work if not App.GuiUp: return if not hasattr(Gui,"draftToolBar"): return if not hasattr(Gui.draftToolBar,"autogroup"): return if Gui.draftToolBar.isConstructionMode(): return # check first for objects that do autogroup themselves # at the moment only Arch_BuildingPart, which is an App::GeometryPython for par in App.ActiveDocument.findObjects(Type="App::GeometryPython"): if hasattr(par.Proxy,"autogroup"): if par.Proxy.autogroup(par,obj): return # autogroup code active_group = None if Gui.draftToolBar.autogroup is not None: active_group = App.ActiveDocument.getObject(Gui.draftToolBar.autogroup) if active_group: gr = active_group.Group if not obj in gr: gr.append(obj) active_group.Group = gr if Gui.ActiveDocument.ActiveView.getActiveObject("NativeIFC") is not None: # NativeIFC handling try: import ifc_tools parent = Gui.ActiveDocument.ActiveView.getActiveObject("NativeIFC") if parent != active_group: ifc_tools.aggregate(obj, parent) except: pass elif Gui.ActiveDocument.ActiveView.getActiveObject("Arch") is not None: # add object to active Arch Container active_arch_obj = Gui.ActiveDocument.ActiveView.getActiveObject("Arch") if active_arch_obj != active_group: if obj in active_arch_obj.InListRecursive: # do not autogroup if obj points to active_arch_obj to prevent cyclic references return active_arch_obj.addObject(obj) elif Gui.ActiveDocument.ActiveView.getActiveObject("part") is not None: # add object to active part and change it's placement accordingly # so object does not jump to different position, works with App::Link # if not scaled. Modified accordingly to realthunder suggestions active_part, parent, sub = Gui.ActiveDocument.ActiveView.getActiveObject("part", False) if active_part != active_group: if obj in active_part.InListRecursive: # do not autogroup if obj points to active_part to prevent cyclic references return matrix = parent.getSubObject(sub, retType=4) if matrix.hasScale() == App.ScaleType.Uniform: err = translate("draft", "Unable to insert new object into " "a scaled part") App.Console.PrintMessage(err) return inverse_placement = App.Placement(matrix.inverse()) if utils.get_type(obj) == 'Point': point_vector = App.Vector(obj.X, obj.Y, obj.Z) real_point = inverse_placement.multVec(point_vector) obj.X = real_point.x obj.Y = real_point.y obj.Z = real_point.z elif utils.get_type(obj) in ["Dimension", "LinearDimension"]: obj.Start = inverse_placement.multVec(obj.Start) obj.End = inverse_placement.multVec(obj.End) obj.Dimline = inverse_placement.multVec(obj.Dimline) obj.Normal = inverse_placement.Rotation.multVec(obj.Normal) obj.Direction = inverse_placement.Rotation.multVec(obj.Direction) elif utils.get_type(obj) in ["Label"]: obj.Placement = App.Placement(inverse_placement.multiply(obj.Placement)) obj.TargetPoint = inverse_placement.multVec(obj.TargetPoint) elif hasattr(obj,"Placement"): # every object that have a placement is processed here obj.Placement = App.Placement(inverse_placement.multiply(obj.Placement)) active_part.addObject(obj) def dim_symbol(symbol=None, invert=False): """Return the specified dimension symbol. Parameters ---------- symbol: int, optional It defaults to `None`, in which it gets the value from the parameter database, `get_param("dimsymbol")`. A numerical value defines different markers * 0, `SoSphere` * 1, `SoSeparator` with a `SoLineSet`, a circle (in fact a 24 sided polygon) * 2, `SoSeparator` with a `soCone` * 3, `SoSeparator` with a `SoFaceSet` * 4, `SoSeparator` with a `SoLineSet`, calling `dim_dash` * Otherwise, `SoSphere` invert: bool, optional It defaults to `False`. If it is `True` and `symbol=2`, the cone will be rotated -90 degrees around the Z axis, otherwise the rotation is positive, +90 degrees. Returns ------- Coin.SoNode A `Coin.SoSphere`, or `Coin.SoSeparator` (circle, cone, face, line) that will be used as a dimension symbol. """ if symbol is None: symbol = params.get_param("dimsymbol") if symbol == 0: # marker = coin.SoMarkerSet() # marker.markerIndex = 80 # Returning a sphere means that the bounding box will # be 3-dimensional; a marker will always be planar seen from any # orientation but it currently doesn't work correctly marker = coin.SoSphere() return marker elif symbol == 1: marker = coin.SoSeparator() v = coin.SoVertexProperty() for i in range(25): ang = math.radians(i * 15) v.vertex.set1Value(i, (math.sin(ang), math.cos(ang), 0)) p = coin.SoLineSet() p.vertexProperty = v marker.addChild(p) return marker elif symbol == 2: marker = coin.SoSeparator() t = coin.SoTransform() t.translation.setValue((0, -2, 0)) t.center.setValue((0, 2, 0)) if invert: t.rotation.setValue(coin.SbVec3f((0, 0, 1)), -math.pi/2) else: t.rotation.setValue(coin.SbVec3f((0, 0, 1)), math.pi/2) c = coin.SoCone() c.height.setValue(4) marker.addChild(t) marker.addChild(c) return marker elif symbol == 3: marker = coin.SoSeparator() # hints are required otherwise only the bottom of the face is colored h = coin.SoShapeHints() h.vertexOrdering = h.COUNTERCLOCKWISE c = coin.SoCoordinate3() c.point.setValues([(-1, -2, 0), (0, 2, 0), (1, 2, 0), (0, -2, 0)]) f = coin.SoFaceSet() marker.addChild(h) marker.addChild(c) marker.addChild(f) return marker elif symbol == 4: return dim_dash((-1.5, -1.5, 0), (1.5, 1.5, 0)) else: _wrn(translate("draft", "Symbol not implemented. Using a default symbol.")) return coin.SoSphere() dimSymbol = dim_symbol def dim_dash(p1, p2): """Return a SoSeparator with a line used to make dimension dashes. It is used by `dim_symbol` to create line end symbols like `'Tick-2'`, `'DimOvershoot'`, and `'ExtOvershoot'` dashes. Parameters ---------- p1: tuple of three floats or Base::Vector3 A point to define a line vertex. p2: tuple of three floats or Base::Vector3 A point to define a line vertex. Returns ------- Coin.SoSeparator A Coin object with a `SoLineSet` created from `p1` and `p2` as vertices. """ dash = coin.SoSeparator() v = coin.SoVertexProperty() v.vertex.set1Value(0, p1) v.vertex.set1Value(1, p2) line = coin.SoLineSet() line.vertexProperty = v dash.addChild(line) return dash dimDash = dim_dash def remove_hidden(objectslist): """Return only the visible objects in the list. This function only works if the graphical interface is available as the `Visibility` attribute is a property of the view provider (`obj.ViewObject`). Parameters ---------- objectslist: list of App::DocumentObject List of any type of object. Returns ------- list Return a copy of the input list without those objects for which `obj.ViewObject.Visibility` is `False`. If the graphical interface is not loaded the returned list is just a copy of the input list. """ newlist = objectslist[:] for obj in objectslist: if obj.ViewObject: if not obj.ViewObject.isVisible(): newlist.remove(obj) return newlist removeHidden = remove_hidden def get_diffuse_color(objs): """Get a (cumulative) diffuse color from one or more objects. If all tuples in the result are identical a list with a single tuple is returned. In theory all faces of an object can be set to the same diffuse color that is different from its shape color, but that seems rare. The function does not take that into account. Parameters ---------- objs: a single object or an iterable with objects. Returns ------- list of tuples The list will be empty if no valid object is found. """ def _get_color(obj): if hasattr(obj, "ColoredElements"): if hasattr(obj, "Count") or hasattr(obj, "ElementCount"): # Link and Link array. if hasattr(obj, "Count"): count = obj.Count base = obj.Base else: count = obj.ElementCount if obj.ElementCount > 0 else 1 base = obj.LinkedObject if base is None: return [] cols = _get_color(base) * count if obj.ColoredElements is None: return cols face_num = len(base.Shape.Faces) for elm, overide in zip(obj.ColoredElements[1], obj.ViewObject.OverrideColorList): if "Face" in elm: # Examples: "Face3" and "1.Face6". Int before "." is zero-based, other int is 1-based. if "." in elm: elm0, elm1 = elm.split(".") i = (int(elm0) * face_num) + int(elm1[4:]) - 1 cols[i] = overide else: i = int(elm[4:]) - 1 for j in range(count): cols[(j * face_num) + i] = overide return cols elif hasattr(obj, "ElementList"): # LinkGroup cols = [] for sub in obj.ElementList: sub_cols = _get_color(sub) if obj.ColoredElements is None: cols += sub_cols else: for elm, overide in zip(obj.ColoredElements[1], obj.ViewObject.OverrideColorList): if sub.Name + ".Face" in elm: i = int(elm[(len(sub.Name) + 5):]) - 1 sub_cols[i] = overide cols += sub_cols return cols else: return [] elif hasattr(obj.ViewObject, "DiffuseColor"): if len(obj.ViewObject.DiffuseColor) == len(obj.Shape.Faces): return obj.ViewObject.DiffuseColor else: col = obj.ViewObject.ShapeColor col = (col[0], col[1], col[2], obj.ViewObject.Transparency / 100.0) return [col] * len(obj.Shape.Faces) elif obj.hasExtension("App::GeoFeatureGroupExtension"): cols = [] for sub in obj.Group: cols += _get_color(sub) return cols else: return [] if not isinstance(objs, list): # Quick check to avoid processing a single object: obj = objs if not hasattr(obj, "ColoredElements") \ and hasattr(obj.ViewObject, "DiffuseColor") \ and (len(obj.ViewObject.DiffuseColor) == 1 \ or len(obj.ViewObject.DiffuseColor) == len(obj.Shape.Faces)): return obj.ViewObject.DiffuseColor # Create a list for further processing: objs = [objs] colors = [] for obj in objs: colors += _get_color(obj) if len(colors) > 1: first = colors[0] for next in colors[1:]: if next != first: break else: colors = [first] return colors def apply_current_style(objs): """Apply the current style to one or more objects. Parameters ---------- objs: a single object or an iterable with objects. """ if not isinstance(objs, list): objs = [objs] anno_style = utils.get_default_annotation_style() shape_style = utils.get_default_shape_style() for obj in objs: if not hasattr(obj, 'ViewObject'): continue vobj = obj.ViewObject props = vobj.PropertiesList style = anno_style if ("FontName" in props) else shape_style for prop in props: if prop in style: if style[prop][0] == "index": if style[prop][2] in vobj.getEnumerationsOfProperty(prop): setattr(vobj, prop, style[prop][2]) elif style[prop][0] == "color": setattr(vobj, prop, style[prop][1] & 0xFFFFFF00) else: setattr(vobj, prop, style[prop][1]) def format_object(target, origin=None): """Apply visual properties to an object. This function only works if the graphical interface is available. If origin is `None` and target is not an annotation, the DefaultDrawStyle and DefaultDisplayMode preferences are applied. Else, the properties of origin are applied to target. If construction mode is active target is then placed in the construction group and the `constr` color is applied to its applicable color properties: TextColor, PointColor, LineColor, and ShapeColor. Parameters ---------- target: App::DocumentObject origin: App::DocumentObject, optional Defaults to `None`. If construction mode is not active, its visual properties are assigned to `target`, with the exception of `BoundingBox`, `Proxy`, `RootNode` and `Visibility`. """ if not target: return if not App.GuiUp: return if not hasattr(Gui, "draftToolBar"): return if not hasattr(target, 'ViewObject'): return obrep = target.ViewObject obprops = obrep.PropertiesList if origin and hasattr(origin, 'ViewObject'): matchrep = origin.ViewObject for p in matchrep.PropertiesList: if p not in ("DisplayMode", "BoundingBox", "Proxy", "RootNode", "Visibility"): if p in obprops: if not obrep.getEditorMode(p): if hasattr(getattr(matchrep, p), "Value"): val = getattr(matchrep, p).Value else: val = getattr(matchrep, p) try: setattr(obrep, p, val) except Exception: pass if matchrep.DisplayMode in obrep.listDisplayModes(): obrep.DisplayMode = matchrep.DisplayMode if hasattr(obrep, "DiffuseColor"): difcol = get_diffuse_color(origin) if difcol: obrep.DiffuseColor = difcol elif "FontName" not in obprops: # Apply 2 Draft style preferences, other style preferences are applied by Core. if "DrawStyle" in obprops: obrep.DrawStyle = utils.DRAW_STYLES[params.get_param("DefaultDrawStyle")] if "DisplayMode" in obprops: dm = utils.DISPLAY_MODES[params.get_param("DefaultDisplayMode")] if dm in obrep.listDisplayModes(): obrep.DisplayMode = dm if Gui.draftToolBar.isConstructionMode(): doc = App.ActiveDocument col = params.get_param("constructioncolor") & 0xFFFFFF00 grp = doc.getObject("Draft_Construction") if not grp: grp = doc.addObject("App::DocumentObjectGroup", "Draft_Construction") grp.Label = params.get_param("constructiongroupname") grp.addObject(target) if "TextColor" in obprops: obrep.TextColor = col if "PointColor" in obprops: obrep.PointColor = col if "LineColor" in obprops: obrep.LineColor = col if "ShapeColor" in obprops: obrep.ShapeColor = col if hasattr(obrep, "Transparency"): obrep.Transparency = 80 formatObject = format_object def get_selection(gui=App.GuiUp): """Return the current selected objects. This function only works if the graphical interface is available as the selection module only works on the 3D view. It wraps around `Gui.Selection.getSelection` Parameters ---------- gui: bool, optional It defaults to the value of `App.GuiUp`, which is `True` when the interface exists, and `False` otherwise. This value can be set to `False` to simulate when the interface is not available. Returns ------- list of App::DocumentObject Returns a list of objects in the current selection. It can be an empty list if no object is selected. If the interface is not available, it returns `None`. """ if gui: return Gui.Selection.getSelection() return None getSelection = get_selection def get_selection_ex(gui=App.GuiUp): """Return the current selected objects together with their subelements. This function only works if the graphical interface is available as the selection module only works on the 3D view. It wraps around `Gui.Selection.getSelectionEx` Parameters ---------- gui: bool, optional It defaults to the value of `App.GuiUp`, which is `True` when the interface exists, and `False` otherwise. This value can be set to `False` to simulate when the interface is not available. Returns ------- list of Gui::SelectionObject Returns a list of `Gui::SelectionObject` in the current selection. It can be an empty list if no object is selected. If the interface is not available, it returns `None`. Selection objects ----------------- One `Gui::SelectionObject` has attributes that indicate which specific subelements, that is, vertices, wires, and faces, were selected. This can be useful to operate on the subelements themselves. If `G` is a `Gui::SelectionObject` * `G.Object` is the selected object * `G.ObjectName` is the name of the selected object * `G.HasSubObjects` is `True` if there are subelements in the selection * `G.SubObjects` is a tuple of the subelements' shapes * `G.SubElementNames` is a tuple of the subelements' names `SubObjects` and `SubElementNames` should be empty tuples if `HasSubObjects` is `False`. """ if gui: return Gui.Selection.getSelectionEx() return None getSelectionEx = get_selection_ex def select(objs=None, gui=App.GuiUp): """Unselects everything and selects only the given list of objects. This function only works if the graphical interface is available as the selection module only works on the 3D view. Parameters ---------- objs: list of App::DocumentObject, optional It defaults to `None`. Any type of scripted object. It may be a list of objects or a single object. gui: bool, optional It defaults to the value of `App.GuiUp`, which is `True` when the interface exists, and `False` otherwise. This value can be set to `False` to simulate when the interface is not available. """ if gui: Gui.Selection.clearSelection() if objs: if not isinstance(objs, list): objs = [objs] for obj in objs: if obj: Gui.Selection.addSelection(obj) def load_texture(filename, size=None, gui=App.GuiUp): """Return a Coin.SoSFImage to use as a texture for a 2D plane. This function only works if the graphical interface is available as the visual properties that can be applied to a shape are attributes of the view provider (`obj.ViewObject`). Parameters ---------- filename: str A path to a pixel image file (PNG) that can be used as a texture on the face of an object. size: tuple of two int, or a single int, optional It defaults to `None`. If a tuple is given, the two values define the width and height in pixels to which the loaded image will be scaled. If it is a single value, it is used for both dimensions. If it is `None`, the size will be determined from the `QImage` created from `filename`. CURRENTLY the input `size` parameter IS NOT USED. It always uses the `QImage` to determine this information. gui: bool, optional It defaults to the value of `App.GuiUp`, which is `True` when the interface exists, and `False` otherwise. This value can be set to `False` to simulate when the interface is not available. Returns ------- coin.SoSFImage An image object with the appropriate size, number of components (grayscale, grayscale and transparency, color, color and transparency), and byte data. It returns `None` if the interface is not available, or if there is a problem creating the image. """ if gui: # from pivy import coin # from PySide import QtGui, QtSvg try: p = QtGui.QImage(filename) if p.isNull(): _wrn("load_texture: " + translate("draft", "image is Null")) if not os.path.exists(filename): raise FileNotFoundError(-1, translate("draft", "filename does not exist " "on the system or " "in the resource file"), filename) # This is buggy so it was de-activated. # # TODO: allow SVGs to use resolutions # if size and (".svg" in filename.lower()): # # this is a pattern, not a texture # if isinstance(size, int): # size = (size, size) # svgr = QtSvg.QSvgRenderer(filename) # p = QtGui.QImage(size[0], size[1], # QtGui.QImage.Format_ARGB32) # pa = QtGui.QPainter() # pa.begin(p) # svgr.render(pa) # pa.end() # else: # p = QtGui.QImage(filename) size = coin.SbVec2s(p.width(), p.height()) buffersize = p.sizeInBytes() width = size[0] height = size[1] numcomponents = int(buffersize / (width * height)) img = coin.SoSFImage() byteList = bytearray() # The SoSFImage needs to be filled with bytes. # The pixel information is converted into a Qt color, gray, # red, green, blue, or transparency (alpha), # depending on the input image. for y in range(height): # line = width*numcomponents*(height-(y)); for x in range(width): rgba = p.pixel(x, y) if numcomponents <= 2: byteList.append(QtGui.qGray(rgba)) if numcomponents == 2: byteList.append(QtGui.qAlpha(rgba)) elif numcomponents <= 4: byteList.append(QtGui.qRed(rgba)) byteList.append(QtGui.qGreen(rgba)) byteList.append(QtGui.qBlue(rgba)) if numcomponents == 4: byteList.append(QtGui.qAlpha(rgba)) # line += numcomponents _bytes = bytes(byteList) img.setValue(size, numcomponents, _bytes) except FileNotFoundError as exc: _wrn("load_texture: {0}, {1}".format(exc.strerror, exc.filename)) return None except Exception as exc: _wrn(str(exc)) _wrn("load_texture: " + translate("draft", "unable to load texture")) return None else: return img return None loadTexture = load_texture def migrate_text_display_mode(obj_type="Text", mode="3D text", doc=None): """Migrate the display mode of objects of certain type.""" if not doc: doc = App.activeDocument() for obj in doc.Objects: if utils.get_type(obj) == obj_type: obj.ViewObject.DisplayMode = mode def get_bbox(obj, debug=False): """Return a BoundBox from any object that has a Coin RootNode. Normally the bounding box of an object can be taken from its `Part::TopoShape`. :: >>> print(obj.Shape.BoundBox) However, for objects without a `Shape`, such as those derived from `App::FeaturePython` like `Draft Text` and `Draft Dimension`, the bounding box can be calculated from the `RootNode` of the viewprovider. Parameters ---------- obj: App::DocumentObject Any object that has a `ViewObject.RootNode`. Returns ------- Base::BoundBox It returns a `BoundBox` object which has information like minimum and maximum values of X, Y, and Z, as well as bounding box center. None If there is a problem it will return `None`. """ _name = "get_bbox" found, doc = utils.find_doc(App.activeDocument()) if not found: _err(translate("draft", "No active document. Aborting.")) return None if isinstance(obj, str): obj_str = obj found, obj = utils.find_object(obj, doc) if not found: _err(translate("draft", "Wrong input: object {} not in document.").format(obj_str)) return None if (not hasattr(obj, "ViewObject") or not obj.ViewObject or not hasattr(obj.ViewObject, "RootNode")): _err(translate("draft", "Does not have 'ViewObject.RootNode'.")) # For Draft Dimensions # node = obj.ViewObject.Proxy.node node = obj.ViewObject.RootNode view = Gui.ActiveDocument.ActiveView region = view.getViewer().getSoRenderManager().getViewportRegion() action = coin.SoGetBoundingBoxAction(region) node.getBoundingBox(action) bb = action.getBoundingBox() # xlength, ylength, zlength = bb.getSize().getValue() xmin, ymin, zmin = bb.getMin().getValue() xmax, ymax, zmax = bb.getMax().getValue() return App.BoundBox(xmin, ymin, zmin, xmax, ymax, zmax) # Code by Chris Hennes (chennes). # See https://forum.freecadweb.org/viewtopic.php?p=656362#p656362. # Used to fix https://github.com/FreeCAD/FreeCAD/issues/10469. def end_all_events(): view = get_3d_view() if view is None: return if view.getNavigationType() in ( "Gui::GestureNavigationStyle", "Gui::MayaGestureNavigationStyle" ): return class DelayEnder: def __init__(self): self.delay_is_done = False def stop(self): self.delay_is_done = True ender = DelayEnder() timer = QtCore.QTimer() timer.timeout.connect(ender.stop) timer.setSingleShot(True) timer.start(100) # 100ms (50ms is too short) timer guarantees the loop below runs at least that long while not ender.delay_is_done: QtCore.QCoreApplication.processEvents(QtCore.QEventLoop.AllEvents) ## @}