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gui_utils.py
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gui_utils.py
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# ***************************************************************************
# * (c) 2009, 2010 *
# * Yorik van Havre <yorik@uncreated.net>, Ken Cline <cline@frii.com> *
# * (c) 2019 Eliud Cabrera Castillo <e.cabrera-castillo@tum.de> *
# * (c) 2020 Carlo Pavan <carlopa@gmail.com> *
# * *
# * 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():
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)
## @}