Files
create/src/Mod/Path/PathScripts/DogboneDressup.py

654 lines
26 KiB
Python

# -*- coding: utf-8 -*-
# ***************************************************************************
# * *
# * Copyright (c) 2014 Yorik van Havre <yorik@uncreated.net> *
# * *
# * 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. *
# * *
# * This program 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 this program; if not, write to the Free Software *
# * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 *
# * USA *
# * *
# ***************************************************************************
import FreeCAD
import FreeCADGui
import Path
from PathScripts import PathUtils
from PySide import QtCore, QtGui
import math
"""Dogbone Dressup object and FreeCAD command"""
# Qt tanslation handling
try:
_encoding = QtGui.QApplication.UnicodeUTF8
def translate(context, text, disambig=None):
return QtGui.QApplication.translate(context, text, disambig, _encoding)
except AttributeError:
def translate(context, text, disambig=None):
return QtGui.QApplication.translate(context, text, disambig)
movecommands = ['G0', 'G00', 'G1', 'G01', 'G2', 'G02', 'G3', 'G03']
movestraight = ['G1', 'G01']
class Shape:
Dogbone = 'Dogbone'
Tbone_H = 'T-bone horizontal'
Tbone_V = 'T-bone vertical'
Tbone_L = 'T-bone long edge'
Tbone_S = 'T-bone short edge'
All = [Dogbone, Tbone_H, Tbone_V, Tbone_L, Tbone_S]
class Side:
Left = 'Left'
Right = 'Right'
All = [Left, Right]
class Length:
Fixed = 'fixed'
Adaptive = 'adaptive'
Custom = 'custom'
All = [Adaptive, Fixed, Custom]
# Chord
# A class to represent the start and end point of a path command. If the underlying
# Command is a rotate command the receiver does represent a chord in the geometric
# sense of the word. If the underlying command is a straight move then the receiver
# represents the actual move.
# This implementation really only deals with paths in the XY plane. Z is assumed to
# be constant in all calculated results.
# Instances of Chord are generally considered immutable and all movement member
# functions return new instances.
class Chord (object):
def __init__(self, start = None, end = None):
if not start:
start = FreeCAD.Vector()
if not end:
end = FreeCAD.Vector()
self.Start = start
self.End = end
def __str__(self):
return "Chord([%g, %g, %g] -> [%g, %g, %g])" % (self.Start.x, self.Start.y, self.Start.z, self.End.x, self.End.y, self.End.z)
def moveTo(self, newEnd):
#print("Chord(%s -> %s)" % (self.End, newEnd))
return Chord(self.End, newEnd)
def moveToParameters(self, params):
x = params.get('X', self.End.x)
y = params.get('Y', self.End.y)
z = params.get('Z', self.End.z)
return self.moveTo(FreeCAD.Vector(x, y, z))
def moveBy(self, x, y, z):
return self.moveTo(self.End + FreeCAD.Vector(x, y, z))
def asVector(self):
return self.End - self.Start
def getLength(self):
return self.asVector().Length
def getDirectionOfVector(self, B):
A = self.asVector()
# if the 2 vectors are identical, they head in the same direction
if A == B:
return 'Straight'
d = -A.x*B.y + A.y*B.x
if d < 0:
return Side.Left
if d > 0:
return Side.Right
# at this point the only direction left is backwards
return 'Back'
def getDirectionOf(self, chordOrVector):
if type(chordOrVector) is Chord:
return self.getDirectionOfVector(chordOrVector.asVector())
return self.getDirectionOfVector(chordOrVector)
def getAngleOfVector(self, ref):
angle = self.asVector().getAngle(ref)
# unfortunately they never figure out the sign :(
# positive angles go up, so when the reference vector is left
# then the receiver must go down
if self.getDirectionOfVector(ref) == Side.Left:
return -angle
return angle
def getAngle(self, refChordOrVector):
if type(refChordOrVector) is Chord:
return self.getAngleOfVector(refChordOrVector.asVector())
return self.getAngleOfVector(refChordOrVector)
def getAngleXY(self):
return self.getAngle(FreeCAD.Vector(1,0,0))
def offsetBy(self, distance):
angle = self.getAngleXY() - math.pi/2
dx = distance * math.cos(angle)
dy = distance * math.sin(angle)
d = FreeCAD.Vector(dx, dy, 0)
return Chord(self.Start + d, self.End + d)
def g1Command(self):
return Path.Command("G1", {"X": self.End.x, "Y": self.End.y})
def isAPlungeMove(self):
return self.End.z != self.Start.z
def foldsBackOrTurns(self, chord, side):
dir = chord.getDirectionOf(self)
return dir == 'Back' or dir == side
def connectsTo(self, chord):
return self.End == chord.Start
def lineEquation(self):
if self.End.x != self.Start.x:
slope = (self.End.y - self.Start.y) / (self.End.x - self.Start.x)
offset = self.Start.y - self.Start.x * slope
return (offset, slope)
return (None, None)
def intersection(self, chord, emergencyOffset = 0):
itsOffset, itsSlope = chord.lineEquation()
myOffset, mySlope = self.lineEquation()
x = 0
y = 0
if itsSlope is not None and mySlope is not None:
if itsSlope == mySlope:
# Now this is wierd, but it happens when the path folds onto itself
angle = self.getAngleXY()
x = self.End.x + emergencyOffset * math.cos(angle)
y = self.End.y + emergencyOffset * math.sin(angle)
else:
x = (myOffset - itsOffset) / (itsSlope - mySlope)
y = myOffset + mySlope * x
elif itsSlope is not None:
x = self.Start.x
y = itsOffset + x * itsSlope
elif mySlope is not None:
x = chord.Start.x
y = myOffset + x * mySlope
else:
print("Now this really sucks")
return (x, y)
class ObjectDressup:
def __init__(self, obj):
obj.addProperty("App::PropertyLink", "Base","Base", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The base path to modify"))
obj.addProperty("App::PropertyEnumeration", "Side", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The side of path to insert bones"))
obj.Side = [Side.Left, Side.Right]
obj.Side = Side.Right
obj.addProperty("App::PropertyEnumeration", "Shape", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The shape of boness"))
obj.Shape = Shape.All
obj.Shape = Shape.Dogbone
obj.addProperty("App::PropertyIntegerList", "BoneBlacklist", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "Bones that aren't dressed up"))
obj.BoneBlacklist = []
obj.setEditorMode('BoneBlacklist', 2) # hide this one
obj.addProperty("App::PropertyEnumeration", "Length", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "The algorithm to determine the bone length"))
obj.Length = Length.All
obj.Length = Length.Adaptive
obj.addProperty("App::PropertyFloat", "Custom", "Dressup", QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "Dressup length if lenght == custom"))
obj.Custom = 0.0
obj.Proxy = self
def __getstate__(self):
return None
def __setstate__(self, state):
return None
def theOtherSideOf(self, side):
if side == Side.Left:
return Side.Right
return Side.Left
# Answer true if a dogbone could be on either end of the chord, given its command
def canAttachDogbone(self, cmd, chord):
return cmd.Name in movestraight and not chord.isAPlungeMove()
def shouldInsertDogbone(self, obj, inChord, outChord):
return outChord.foldsBackOrTurns(inChord, self.theOtherSideOf(obj.Side))
# draw circles where dogbones go, easier to spot during testing
def debugCircleBone(self, obj,inChord, outChord):
di = 0.
dj = 0.5
if inChord.Start.x < outChord.End.x:
dj = -dj
circle = Path.Command("G1", {"I": di, "J": dj}).Parameters
circle.update({"X": inChord.End.x, "Y": inChord.End.y})
return [ Path.Command("G3", circle) ]
def adaptiveBoneLength(self, obj, inChord, outChord, angle):
iChord = inChord.offsetBy(self.toolRadius)
oChord = outChord.offsetBy(self.toolRadius)
x,y = iChord.intersection(oChord, self.toolRadius)
dest = inChord.moveTo(FreeCAD.Vector(x, y, inChord.End.z))
destAngle = dest.getAngleXY()
distance = dest.getLength() - self.toolRadius * math.fabs(math.cos(destAngle - angle))
#print("adapt")
#print(" in = %s -> %s" % (inChord, iChord))
#print(" out = %s -> %s" % (outChord, oChord))
#print(" = (%.2f, %.2f) -> %.2f (%.2f %.2f) -> %.2f" % (x, y, dest.getLength(), destAngle/math.pi, angle/math.pi, distance))
return distance
def inOutBoneCommands(self, obj, inChord, outChord, angle, fixedLength):
length = fixedLength
if obj.Length == Length.Custom:
length = obj.Custom
if obj.Length == Length.Adaptive:
length = self.adaptiveBoneLength(obj, inChord, outChord, angle)
x = length * math.cos(angle);
y = length * math.sin(angle);
boneChordIn = inChord.moveBy(x, y, 0)
boneChordOut = boneChordIn.moveTo(outChord.Start)
return [ boneChordIn.g1Command(), boneChordOut.g1Command() ]
def dogboneAngle(self, obj, inChord, outChord):
baseAngle = inChord.getAngleXY()
turnAngle = outChord.getAngle(inChord)
boneAngle = baseAngle + (turnAngle - math.pi)/2
if obj.Side == Side.Left:
boneAngle = boneAngle + math.pi
while boneAngle < -math.pi:
boneAngle += 2*math.pi
while boneAngle > math.pi:
boneAngle -= 2*math.pi
#print("base=%+3.2f turn=%+3.2f bone=%+3.2f" % (baseAngle/math.pi, turnAngle/math.pi, boneAngle/math.pi))
return boneAngle
def dogbone(self, obj, inChord, outChord):
boneAngle = self.dogboneAngle(obj, inChord, outChord)
length = self.toolRadius * 0.41422 # 0.41422 = 2/sqrt(2) - 1 + (a tiny bit)
return self.inOutBoneCommands(obj, inChord, outChord, boneAngle, length)
def tboneHorizontal(self, obj, inChord, outChord):
angle = self.dogboneAngle(obj, inChord, outChord)
boneAngle = 0
if angle == math.pi or math.fabs(angle) > math.pi/2:
boneAngle = -math.pi
return self.inOutBoneCommands(obj, inChord, outChord, boneAngle, self.toolRadius)
def tboneVertical(self, obj, inChord, outChord):
angle = self.dogboneAngle(obj, inChord, outChord)
boneAngle = math.pi/2
if angle == math.pi or angle < 0:
boneAngle = -boneAngle
return self.inOutBoneCommands(obj, inChord, outChord, boneAngle, self.toolRadius)
def tboneEdgeCommands(self, obj, inChord, outChord, onIn):
boneAngle = outChord.getAngleXY()
if onIn:
boneAngle = inChord.getAngleXY()
boneAngle = boneAngle + math.pi/2
if Side.Right == outChord.getDirectionOf(inChord):
boneAngle = boneAngle - math.pi
return self.inOutBoneCommands(obj, inChord, outChord, boneAngle, self.toolRadius)
def tboneLongEdge(self, obj, inChord, outChord):
inChordIsLonger = inChord.getLength() > outChord.getLength()
return self.tboneEdgeCommands(obj, inChord, outChord, inChordIsLonger)
def tboneShortEdge(self, obj, inChord, outChord):
inChordIsShorter = inChord.getLength() < outChord.getLength()
return self.tboneEdgeCommands(obj, inChord, outChord, inChordIsShorter)
def boneIsBlacklisted(self, obj, boneId, loc):
blacklisted = False
parentConsumed = False
if boneId in obj.BoneBlacklist:
blacklisted = True
elif loc in self.locationBlacklist:
obj.BoneBlacklist.append(boneId)
blacklisted = True
elif hasattr(obj.Base, 'BoneBlacklist'):
parentConsumed = boneId not in obj.Base.BoneBlacklist
blacklisted = parentConsumed
if blacklisted:
self.locationBlacklist.add(loc)
return (blacklisted, parentConsumed)
# Generate commands necessary to execute the dogbone
def boneCommands(self, obj, boneId, inChord, outChord):
loc = (inChord.End.x, inChord.End.y)
blacklisted, inaccessible = self.boneIsBlacklisted(obj, boneId, loc)
enabled = not blacklisted
self.bones.append((boneId, loc, enabled, inaccessible))
if enabled:
if obj.Shape == Shape.Dogbone:
return self.dogbone(obj, inChord, outChord)
if obj.Shape == Shape.Tbone_H:
return self.tboneHorizontal(obj, inChord, outChord)
if obj.Shape == Shape.Tbone_V:
return self.tboneVertical(obj, inChord, outChord)
if obj.Shape == Shape.Tbone_L:
return self.tboneLongEdge(obj, inChord, outChord)
if obj.Shape == Shape.Tbone_S:
return self.tboneShortEdge(obj, inChord, outChord)
return self.debugCircleBone(obj, inChord, outChord)
else:
return []
def execute(self, obj):
if not obj.Base:
return
if not obj.Base.isDerivedFrom("Path::Feature"):
return
if not obj.Base.Path:
return
if not obj.Base.Path.Commands:
return
self.setup(obj)
commands = [] # the dressed commands
lastChord = Chord() # the last chord
lastCommand = None # the command that generated the last chord
oddsAndEnds = [] # track chords that are connected to plunges - in case they form a loop
boneId = 1
self.bones = []
self.locationBlacklist = set()
for thisCmd in obj.Base.Path.Commands:
if thisCmd.Name in movecommands:
thisChord = lastChord.moveToParameters(thisCmd.Parameters)
thisIsACandidate = self.canAttachDogbone(thisCmd, thisChord)
if thisIsACandidate and lastCommand and self.shouldInsertDogbone(obj, lastChord, thisChord):
commands.extend(self.boneCommands(obj, boneId, lastChord, thisChord))
boneId = boneId + 1
if lastCommand and thisChord.isAPlungeMove():
for chord in (chord for chord in oddsAndEnds if lastChord.connectsTo(chord)):
if self.shouldInsertDogbone(obj, lastChord, chord):
commands.extend(self.boneCommands(obj, boneId,lastChord, chord))
boneId = boneId + 1
if lastChord.isAPlungeMove() and thisIsACandidate:
oddsAndEnds.append(thisChord)
if thisIsACandidate:
lastCommand = thisCmd
else:
lastCommand = None
lastChord = thisChord
commands.append(thisCmd)
path = Path.Path(commands)
obj.Path = path
def setup(self, obj):
if not hasattr(self, 'toolRadius'):
print("Here we go ... ")
if hasattr(obj.Base, "BoneBlacklist"):
# dressing up a bone dressup
obj.Side = obj.Base.Side
else:
# otherwise dogbones are opposite of the base path's side
if obj.Base.Side == Side.Left:
obj.Side = Side.Right
elif obj.Base.Side == Side.Right:
obj.Side = Side.Left
else:
# This will cause an error, which is fine for now 'cause I don't know what to do here
obj.Side = 'On'
self.toolRadius = 5
toolLoad = PathUtils.getLastToolLoad(obj)
if toolLoad is None or toolLoad.ToolNumber == 0:
self.toolRadius = 5
else:
tool = PathUtils.getTool(obj, toolLoad.ToolNumber)
if not tool or tool.Diameter == 0:
self.toolRadius = 5
else:
self.toolRadius = tool.Diameter / 2
def boneStateList(self, obj):
state = {}
# If the receiver was loaded from file, then it never generated the bone list.
if not hasattr(self, 'bones'):
self.execute(obj)
for (id, loc, enabled, inaccessible) in self.bones:
item = state.get(loc)
if item:
item[2].append(id)
else:
state[loc] = (enabled, inaccessible, [id])
return state
class ViewProviderDressup:
def __init__(self, vobj):
vobj.Proxy = self
def attach(self, vobj):
self.Object = vobj.Object
return
def claimChildren(self):
for i in self.Object.Base.InList:
if hasattr(i, "Group"):
group = i.Group
for g in group:
if g.Name == self.Object.Base.Name:
group.remove(g)
i.Group = group
print i.Group
#FreeCADGui.ActiveDocument.getObject(obj.Base.Name).Visibility = False
return [self.Object.Base]
def setEdit(self, vobj, mode=0):
FreeCADGui.Control.closeDialog()
panel = TaskPanel(vobj.Object)
FreeCADGui.Control.showDialog(panel)
panel.setupUi()
return True
def __getstate__(self):
return None
def __setstate__(self, state):
return None
def onDelete(self, arg1=None, arg2=None):
'''this makes sure that the base operation is added back to the project and visible'''
FreeCADGui.ActiveDocument.getObject(arg1.Object.Base.Name).Visibility = True
PathUtils.addToJob(arg1.Object.Base)
return True
class CommandDogboneDressup:
def GetResources(self):
return {'Pixmap': 'Path-Dressup',
'MenuText': QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "Dogbone Dress-up"),
'ToolTip': QtCore.QT_TRANSLATE_NOOP("Dogbone_Dressup", "Creates a Dogbone Dress-up object from a selected path")}
def IsActive(self):
if FreeCAD.ActiveDocument is not None:
for o in FreeCAD.ActiveDocument.Objects:
if o.Name[:3] == "Job":
return True
return False
def Activated(self):
# check that the selection contains exactly what we want
selection = FreeCADGui.Selection.getSelection()
if len(selection) != 1:
FreeCAD.Console.PrintError(translate("Dogbone_Dressup", "Please select one path object\n"))
return
if not selection[0].isDerivedFrom("Path::Feature"):
FreeCAD.Console.PrintError(translate("Dogbone_Dressup", "The selected object is not a path\n"))
return
if selection[0].isDerivedFrom("Path::FeatureCompoundPython"):
FreeCAD.Console.PrintError(translate("Dogbone_Dressup", "Please select a Path object"))
return
# everything ok!
FreeCAD.ActiveDocument.openTransaction(translate("Dogbone_Dressup", "Create Dress-up"))
FreeCADGui.addModule("PathScripts.DogboneDressup")
FreeCADGui.addModule("PathScripts.PathUtils")
FreeCADGui.doCommand('obj = FreeCAD.ActiveDocument.addObject("Path::FeaturePython", "DogboneDressup")')
FreeCADGui.doCommand('dbo = PathScripts.DogboneDressup.ObjectDressup(obj)')
FreeCADGui.doCommand('obj.Base = FreeCAD.ActiveDocument.' + selection[0].Name)
FreeCADGui.doCommand('PathScripts.DogboneDressup.ViewProviderDressup(obj.ViewObject)')
FreeCADGui.doCommand('PathScripts.PathUtils.addToJob(obj)')
FreeCADGui.doCommand('Gui.ActiveDocument.getObject(obj.Base.Name).Visibility = False')
FreeCADGui.doCommand('dbo.setup(obj)')
FreeCAD.ActiveDocument.commitTransaction()
FreeCAD.ActiveDocument.recompute()
class TaskPanel:
DataIds = QtCore.Qt.ItemDataRole.UserRole
DataKey = QtCore.Qt.ItemDataRole.UserRole + 1
PropertiesToRestore = ['Shape', 'Side', 'Length', 'Custom', 'BoneBlacklist']
def __init__(self, obj):
self.obj = obj
self.form = FreeCADGui.PySideUic.loadUi(":/panels/DogboneEdit.ui")
self.props = {}
for prop in self.PropertiesToRestore:
self.props[prop] = obj.getPropertyByName(prop)
def reject(self):
# haven't found a way to use the list :(
self.obj.Shape = self.props['Shape']
self.obj.Side = self.props['Side']
self.obj.Length = self.props['Length']
self.obj.Custom = self.props['Custom']
self.obj.BoneBlacklist = self.props['BoneBlacklist']
self.obj.Proxy.execute(self.obj)
FreeCADGui.Control.closeDialog()
FreeCAD.ActiveDocument.recompute()
FreeCADGui.Selection.removeObserver(self.s)
def accept(self):
self.getFields()
FreeCADGui.ActiveDocument.resetEdit()
FreeCADGui.Control.closeDialog()
FreeCAD.ActiveDocument.recompute()
FreeCADGui.Selection.removeObserver(self.s)
FreeCAD.ActiveDocument.recompute()
def getFields(self):
self.obj.Shape = str(self.form.shape.currentText())
self.obj.Side = str(self.form.side.currentText())
self.obj.Length = str(self.form.length.currentText())
self.obj.Custom = self.form.custom.value()
blacklist = []
for i in range(0, self.form.bones.count()):
item = self.form.bones.item(i)
if item.checkState() == QtCore.Qt.CheckState.Unchecked:
blacklist.extend(item.data(self.DataIds))
self.obj.BoneBlacklist = sorted(blacklist)
self.obj.Proxy.execute(self.obj)
def updateBoneList(self):
itemList = []
for loc, (enabled, inaccessible, ids) in self.obj.Proxy.boneStateList(self.obj).iteritems():
lbl = '(%.2f, %.2f): %s' % (loc[0], loc[1], ','.join(str(id) for id in ids))
item = QtGui.QListWidgetItem(lbl)
if enabled:
item.setCheckState(QtCore.Qt.CheckState.Checked)
else:
item.setCheckState(QtCore.Qt.CheckState.Unchecked)
flags = QtCore.Qt.ItemFlag.ItemIsSelectable
if not inaccessible:
flags |= QtCore.Qt.ItemFlag.ItemIsEnabled | QtCore.Qt.ItemFlag.ItemIsUserCheckable
item.setFlags(flags)
item.setData(self.DataIds, ids)
item.setData(self.DataKey, ids[0])
itemList.append(item)
self.form.bones.clear()
for item in sorted(itemList, key=lambda item: item.data(self.DataKey)):
self.form.bones.addItem(item)
def updateUI(self):
customSelected = self.obj.Length == Length.Custom
self.form.custom.setEnabled(customSelected)
self.form.customLabel.setEnabled(customSelected)
self.updateBoneList()
def updateModel(self):
self.getFields()
self.updateUI()
FreeCAD.ActiveDocument.recompute()
def setupCombo(self, combo, text, items):
if items and len(items) > 0:
for i in range(combo.count(), -1, -1):
combo.removeItem(i)
combo.addItems(items)
index = combo.findText(text, QtCore.Qt.MatchFixedString)
if index >= 0:
combo.setCurrentIndex(index)
def setFields(self):
self.setupCombo(self.form.shape, self.obj.Shape, Shape.All)
self.setupCombo(self.form.side, self.obj.Side, Side.All)
self.setupCombo(self.form.length, self.obj.Length, Length.All)
self.form.custom.setMinimum(0.0)
self.form.custom.setDecimals(3)
self.form.custom.setValue(self.obj.Custom)
self.updateUI()
def open(self):
self.s = SelObserver()
# install the function mode resident
FreeCADGui.Selection.addObserver(self.s)
# def getStandardButtons(self):
# return int(QtGui.QDialogButtonBox.OkCancel)
def setupUi(self):
self.setFields()
# now that the form is filled, setup the signal handlers
self.form.shape.currentIndexChanged.connect(self.updateModel)
self.form.side.currentIndexChanged.connect(self.updateModel)
self.form.length.currentIndexChanged.connect(self.updateModel)
self.form.custom.valueChanged.connect(self.updateModel)
self.form.bones.itemChanged.connect(self.updateModel)
class SelObserver:
def __init__(self):
import PathScripts.PathSelection as PST
PST.eselect()
def __del__(self):
import PathScripts.PathSelection as PST
PST.clear()
def addSelection(self, doc, obj, sub, pnt):
FreeCADGui.doCommand('Gui.Selection.addSelection(FreeCAD.ActiveDocument.' + obj + ')')
FreeCADGui.updateGui()
if FreeCAD.GuiUp:
# register the FreeCAD command
FreeCADGui.addCommand('Dogbone_Dressup', CommandDogboneDressup())
FreeCAD.Console.PrintLog("Loading DogboneDressup... done\n")