fluencyCAD/main.py
2025-04-13 16:40:54 +02:00

851 lines
30 KiB
Python

# nuitka-project: --plugin-enable=pyside6
# nuitka-project: --plugin-enable=numpy
# nuitka-project: --standalone
# nuitka-project: --macos-create-app-bundle
import uuid
import names
from PySide6.QtCore import Qt, QPoint, Signal, QSize
from PySide6.QtWidgets import QApplication, QMainWindow, QSizePolicy, QInputDialog, QDialog, QVBoxLayout, QHBoxLayout, QLabel, QDoubleSpinBox, QCheckBox, QPushButton, QButtonGroup
from Gui import Ui_fluencyCAD # Import the generated GUI module
from drawing_modules.vtk_widget import VTKWidget
from drawing_modules.vysta_widget import PyVistaWidget
from drawing_modules.draw_widget_solve import SketchWidget
from sdf import *
from python_solvespace import SolverSystem, ResultFlag
from mesh_modules import simple_mesh, vesta_mesh, interactor_mesh
from dataclasses import dataclass, field
# main, draw_widget, gl_widget
class ExtrudeDialog(QDialog):
def __init__(self, parent=None):
super().__init__(parent)
self.setWindowTitle('Extrude Options')
def create_hline():
line = QLabel()
line.setStyleSheet("border-top: 1px solid #cccccc;") # Light grey line
line.setFixedHeight(1)
return line
layout = QVBoxLayout()
# Length input
length_layout = QHBoxLayout()
length_label = QLabel('Extrude Length (mm):')
self.length_input = QDoubleSpinBox()
self.length_input.setDecimals(2)
self.length_input.setRange(0, 1000) # Adjust range as needed
length_layout.addWidget(length_label)
length_layout.addWidget(self.length_input)
# Symmetric checkbox
self.symmetric_checkbox = QCheckBox('Symmetric Extrude')
self.invert_checkbox = QCheckBox('Invert Extrusion')
self.cut_checkbox = QCheckBox('Perform Cut')
self.union_checkbox = QCheckBox('Combine')
self.rounded_checkbox = QCheckBox('Round Edges')
self.seperator = create_hline()
# OK and Cancel buttons
button_layout = QHBoxLayout()
ok_button = QPushButton('OK')
cancel_button = QPushButton('Cancel')
ok_button.clicked.connect(self.accept)
cancel_button.clicked.connect(self.reject)
button_layout.addWidget(ok_button)
button_layout.addWidget(cancel_button)
# Add all widgets to main layout
layout.addLayout(length_layout)
layout.addWidget(self.seperator)
layout.addWidget(self.cut_checkbox)
layout.addWidget(self.union_checkbox)
layout.addWidget(self.seperator)
layout.addWidget(self.symmetric_checkbox)
layout.addWidget(self.invert_checkbox)
layout.addWidget(self.seperator)
layout.addWidget(self.rounded_checkbox)
layout.addLayout(button_layout)
self.setLayout(layout)
def get_values(self):
return self.length_input.value(), self.symmetric_checkbox.isChecked() ,self.invert_checkbox.isChecked(), self.cut_checkbox.isChecked(), self.union_checkbox.isChecked(), self.rounded_checkbox.isChecked()
class MainWindow(QMainWindow):
send_command = Signal(str)
def __init__(self):
super().__init__()
# Set up the UI from the generated GUI module
self.ui = Ui_fluencyCAD()
self.ui.setupUi(self)
self.custom_3D_Widget = VTKWidget()
layout = self.ui.gl_box.layout()
layout.addWidget(self.custom_3D_Widget)
size_policy = QSizePolicy(QSizePolicy.MinimumExpanding, QSizePolicy.MinimumExpanding)
#self.custom_3D_Widget.setSizePolicy(size_policy)
self.sketchWidget = SketchWidget()
layout2 = self.ui.sketch_tab.layout() # Get the layout of self.ui.gl_canvas
layout2.addWidget(self.sketchWidget)
size_policy = QSizePolicy(QSizePolicy.MinimumExpanding, QSizePolicy.MinimumExpanding)
self.sketchWidget.setSizePolicy(size_policy)
### Main Model -OLD ?
"""self.model = {
'sketches': {},
'operation': {},
}"""
self.list_selected = []
#self.ui.pb_apply_code.pressed.connect(self.check_current_tab)
self.ui.sketch_list.currentItemChanged.connect(self.on_item_changed)
self.ui.sketch_list.itemChanged.connect(self.draw_mesh)
### Sketches
self.ui.pb_origin_wp.pressed.connect(self.add_new_sketch_origin)
self.ui.pb_origin_face.pressed.connect(self.add_new_sketch_wp)
self.ui.pb_nw_sktch.pressed.connect(self.add_sketch_to_compo)
self.ui.pb_del_sketch.pressed.connect(self.del_sketch)
self.ui.pb_edt_sktch.pressed.connect(self.edit_sketch)
self.ui.pb_flip_face.pressed.connect(self.on_flip_face)
###Modes
self.ui.pb_linetool.clicked.connect(self.sketchWidget.act_line_mode)
self.ui.pb_con_ptpt.clicked.connect(self.sketchWidget.act_constrain_pt_pt_mode)
self.ui.pb_con_line.clicked.connect(self.sketchWidget.act_constrain_pt_line_mode)
self.ui.pb_con_horiz.clicked.connect(self.sketchWidget.act_constrain_horiz_line_mode)
self.ui.pb_con_vert.clicked.connect(self.sketchWidget.act_constrain_vert_line_mode)
self.ui.pb_con_dist.clicked.connect(self.sketchWidget.act_constrain_distance_mode)
self.ui.pb_con_mid.clicked.connect(self.sketchWidget.act_constrain_mid_point_mode)
### Operations
self.ui.pb_extrdop.pressed.connect(self.send_extrude)
self.ui.pb_cutop.pressed.connect(self.send_cut)
self.ui.pb_del_body.pressed.connect(self.del_body)
self.sketchWidget.constrain_done.connect(self.draw_op_complete)
self.setFocusPolicy(Qt.StrongFocus)
self.send_command.connect(self.custom_3D_Widget.on_receive_command)
self.ui.actionNew_Project.triggered.connect(self.new_project)
self.ui.pb_enable_construct.clicked.connect(self.sketchWidget.on_construct_change)
self.project = Project()
self.new_project()
### SNAPS
self.ui.pb_snap_midp.toggled.connect(lambda checked: self.sketchWidget.on_snap_mode_change("mpoint", checked))
self.ui.pb_snap_horiz.toggled.connect(lambda checked: self.sketchWidget.on_snap_mode_change("horiz", checked))
self.ui.pb_snap_vert.toggled.connect(lambda checked: self.sketchWidget.on_snap_mode_change("vert", checked))
self.ui.pb_snap_angle.toggled.connect(lambda checked: self.sketchWidget.on_snap_mode_change("angle", checked))
self.ui.pb_enable_snap.toggled.connect(lambda checked: self.sketchWidget.on_snap_mode_change("point", checked))
### COMPOS
### COMPOS
self.ui.new_compo.pressed.connect(self.new_component)
"""Project -> (Timeline) -> Component -> Sketch -> Body / Interactor -> Connector -> Assembly -> PB Render"""
def new_project(self):
print("New project")
timeline = []
self.project.timeline = timeline
self.new_component()
def new_component(self):
print("Creating a new component...")
# Lazily initialize self.compo_layout if it doesn't exist
if not hasattr(self, 'compo_layout'):
print("Initializing compo_layout...")
self.compo_layout = QHBoxLayout()
# Create a button group
self.compo_group = QButtonGroup(self)
self.compo_group.setExclusive(True) # Ensure exclusivity
# Ensure the QGroupBox has a layout
if not self.ui.compo_box.layout():
self.ui.compo_box.setLayout(QVBoxLayout()) # Set a default layout for QGroupBox
# Add the horizontal layout to the QGroupBox's layout
self.ui.compo_box.layout().addLayout(self.compo_layout)
# Align the layout to the left
self.compo_layout.setAlignment(Qt.AlignLeft)
# Create and initialize a new Component
compo = Component()
compo.id = f"Component {len(self.project.timeline)}"
compo.descript = "Initial Component"
compo.sketches = {}
compo.bodies = {}
self.project.timeline.append(compo)
# Create a button for the new component
button = QPushButton()
button.setToolTip(compo.id)
button.setText(str(len(self.project.timeline)))
button.setFixedSize(QSize(40, 40)) # Set button size
button.setCheckable(True)
#button.setAutoExclusive(True)
button.released.connect(self.on_compo_change)
button.setChecked(True)
# Add button to the group
self.compo_group.addButton(button)
# Add the button to the layout
self.compo_layout.addWidget(button)
# We automatically switch to the new compo hence, refresh
self.on_compo_change()
print(f"Added component {compo.id} to the layout.")
def get_activated_compo(self):
# Iterate through all items in the layout
total_elements = self.compo_layout.count()
#print(total_elements)
for i in range(total_elements):
widget = self.compo_layout.itemAt(i).widget() # Get the widget at the index
if widget: # Check if the widget is not None
if isinstance(widget, QPushButton) and widget.isCheckable():
state = widget.isChecked() # Get the checked state
print(f"{widget.text()} is {'checked' if state else 'unchecked'}.")
if state:
return i
def add_new_sketch_origin(self):
name = f"sketches-{str(names.get_first_name())}"
sketch = Sketch()
sketch.id = name
sketch.origin = [0,0,0]
self.sketchWidget.reset_buffers()
self.sketchWidget.create_sketch(sketch)
def add_new_sketch_wp(self):
## Sketch projected from 3d view into 2d
name = f"sketches-{str(names.get_first_name())}"
sketch = Sketch()
sketch.id = name
sketch.origin = self.custom_3D_Widget.centroid
sketch.normal = self.custom_3D_Widget.selected_normal
sketch.slv_points = []
sketch.slv_lines = []
sketch.proj_points = self.custom_3D_Widget.project_tosketch_points
sketch.proj_lines = self.custom_3D_Widget.project_tosketch_lines
self.sketchWidget.reset_buffers()
self.sketchWidget.create_sketch(sketch)
self.sketchWidget.create_workplane_projected()
if not sketch.proj_lines:
self.sketchWidget.convert_proj_points(sketch.proj_points)
self.sketchWidget.convert_proj_lines(sketch.proj_lines)
self.sketchWidget.update()
# CLear all selections after it has been projected
self.custom_3D_Widget.project_tosketch_points.clear()
self.custom_3D_Widget.project_tosketch_lines.clear()
self.custom_3D_Widget.clear_actors_projection()
self.custom_3D_Widget.clear_actors_normals()
def add_sketch_to_compo(self):
"""
Add sketch to component
:return:
"""
sketch = Sketch()
sketch_from_widget = self.sketchWidget.get_sketch()
#Save original for editing later
sketch.original_sketch = sketch_from_widget
#Get parameters
points = [point for point in sketch_from_widget.points if hasattr(point, 'is_helper') and not point.is_helper]
sketch.convert_points_for_sdf(points)
sketch.id = sketch_from_widget.id
sketch.filter_lines_for_interactor(sketch_from_widget.lines)
# Register sketch to timeline
### Add selection compo here
compo_id = self.get_activated_compo()
#print("newsketch_name", sketch.id)
self.project.timeline[compo_id].sketches[sketch.id] = sketch
# Add Item to slection menu
self.ui.sketch_list.addItem(sketch.id)
# Deactivate drawing
self.ui.pb_linetool.setChecked(False)
self.sketchWidget.line_mode = False
items = self.ui.sketch_list.findItems(sketch.id, Qt.MatchExactly)[0]
self.ui.sketch_list.setCurrentItem(items)
def on_compo_change(self):
'''This function redraws the sdf and helper mesh from available bodies and adds the names back to the list entries'''
self.custom_3D_Widget.clear_body_actors()
self.custom_3D_Widget.clear_actors_interactor()
self.custom_3D_Widget.clear_actors_projection()
compo_id = self.get_activated_compo()
if compo_id is not None:
self.ui.sketch_list.clear()
self.ui.body_list.clear()
#print("id", compo_id)
#print("sketch_registry", self.project.timeline[compo_id].sketches)
for sketch in self.project.timeline[compo_id].sketches:
#print(sketch)
self.ui.sketch_list.addItem(sketch)
for body in self.project.timeline[compo_id].bodies:
self.ui.body_list.addItem(body)
if self.project.timeline[compo_id].bodies:
item = self.ui.body_list.findItems(body , Qt.MatchExactly)[0]
self.ui.body_list.setCurrentItem(item)
self.draw_mesh()
selected = self.ui.body_list.currentItem()
name = selected.text()
edges = self.project.timeline[compo_id].bodies[name].interactor.edges
offset_vec = self.project.timeline[compo_id].bodies[name].interactor.offset_vector
self.custom_3D_Widget.load_interactor_mesh(edges, offset_vec)
def edit_sketch(self):
selected = self.ui.sketch_list.currentItem()
name = selected.text()
sel_compo = self.project.timeline[self.get_activated_compo()]
sketch = sel_compo.sketches[name].original_sketch
self.sketchWidget.set_sketch(sketch)
self.sketchWidget.update()
def del_sketch(self):
selected = self.ui.sketch_list.currentItem()
name = selected.text()
sel_compo = self.project.timeline[self.get_activated_compo()]
sketch = sel_compo.sketches[name]
if sketch is not None:
sel_compo.sketches.pop(name)
row = self.ui.sketch_list.row(selected) # Get the row of the current item
self.ui.sketch_list.takeItem(row) # Remove the item from the list widget
self.sketchWidget.sketch = None
print(sketch)
else:
print("No item selected.")
def on_flip_face(self):
self.send_command.emit("flip")
def draw_op_complete(self):
# safely disable the line modes
self.ui.pb_linetool.setChecked(False)
self.ui.pb_con_ptpt.setChecked(False)
self.ui.pb_con_line.setChecked(False)
self.ui.pb_con_dist.setChecked(False)
self.ui.pb_con_mid.setChecked(False)
self.ui.pb_con_perp.setChecked(False)
self.sketchWidget.mouse_mode = None
self.sketchWidget.reset_buffers()
def draw_mesh(self):
name = self.ui.body_list.currentItem().text()
print("selected_for disp", name)
compo_id = self.get_activated_compo()
model = self.project.timeline[compo_id].bodies[name].sdf_body
vesta = vesta_mesh
model_data = vesta.generate_mesh_from_sdf(model, resolution=64, threshold=0)
vertices, faces = model_data
#vesta.save_mesh_as_stl(vertices, faces, 'test.stl')
self.custom_3D_Widget.render_from_points_direct_with_faces(vertices, faces)
def on_item_changed(self, current_item, previous_item):
if current_item:
name = current_item.text()
#self.view_update()
print(f"Selected item: {name}")
def update_body(self):
pass
def del_body(self):
print("Deleting")
name = self.ui.body_list.currentItem() # Get the current item
if name is not None:
item_name = name.text()
print("obj_name", item_name)
# Check if the 'operation' key exists in the model dictionary
if 'operation' in self.model and item_name in self.model['operation']:
if self.model['operation'][item_name]['id'] == item_name:
row = self.ui.body_list.row(name) # Get the row of the current item
self.ui.body_list.takeItem(row) # Remove the item from the list widget
self.model['operation'].pop(item_name) # Remove the item from the operation dictionary
print(f"Removed operation: {item_name}")
self.custom_3D_Widget.clear_mesh()
def send_extrude(self):
# Dialog input
is_symmetric = None
length = None
invert = None
selected = self.ui.sketch_list.currentItem()
name = selected.text()
sel_compo = self.project.timeline[self.get_activated_compo()]
#print(sel_compo)
sketch = sel_compo.sketches[name]
#print(sketch)
points = sketch.sdf_points
# detect loop that causes problems in mesh generation
if points[-1] == points[0]:
print("overlap")
del points[-1]
dialog = ExtrudeDialog(self)
if dialog.exec():
length, is_symmetric, invert, cut, union_with, rounded = dialog.get_values()
#print(f"Extrude length: {length}, Symmetric: {is_symmetric} Invert: {invert}")
else:
length = 0
#print("Extrude cancelled")
normal = self.custom_3D_Widget.selected_normal
#print("Normie enter", normal)
if normal is None:
normal = [0, 0, 1]
centroid = self.custom_3D_Widget.centroid
if centroid is None:
centroid = [0, 0, 0]
"""else:
centroid = list(centroid)"""
#print("This centroid ", centroid)
sketch.origin = centroid
sketch.normal = normal
f = sketch.extrude(length, is_symmetric, invert, 0)
# Create body element and assign known stuff
name_op = f"extrd-{name}"
body = Body()
body.sketch = sketch #we add the sketches for reference here
body.id = name_op
body.sdf_body = f
### Interactor
interactor = Interactor()
interactor.add_lines_for_interactor(sketch.interactor_lines)
interactor.invert = invert
if not invert:
edges = interactor_mesh.generate_mesh(interactor.lines, 0, length)
else:
edges = interactor_mesh.generate_mesh(interactor.lines, 0, -length)
sel_compo.bodies[name_op] = body
offset_vector = interactor.vector_to_centroid(None, centroid, normal)
#print("off_ved", offset_vector)
if len(offset_vector) == 0 :
offset_vector = [0, 0, 0]
interactor.edges = edges
interactor.offset_vector = offset_vector
body.interactor = interactor
self.custom_3D_Widget.load_interactor_mesh(edges, offset_vector)
self.ui.body_list.addItem(name_op)
items = self.ui.body_list.findItems(name_op, Qt.MatchExactly)[0]
self.ui.body_list.setCurrentItem(items)
self.draw_mesh()
def send_cut(self):
"""name = self.ui.body_list.currentItem().text()
points = self.model['operation'][name]['sdf_object']
sel_compo = self.project.timeline[self.get_activated_compo()]
points = sel_compo.bodies[].
self.list_selected.append(points)"""
selected = self.ui.body_list.currentItem()
name = selected.text()
sel_compo = self.project.timeline[self.get_activated_compo()]
# print(sel_compo)
body = sel_compo.bodies[name]
# print(sketch)
self.list_selected.append(body.sdf_body)
if len(self.list_selected) == 2:
f = difference(self.list_selected[0], self.list_selected[1]) # equivalent
element = {
'id': name,
'type': 'cut',
'sdf_object': f,
}
# Create body element and assign known stuff
name_op = f"cut-{name}"
body = Body()
body.id = name_op
body.sdf_body = f
## Add to component
sel_compo.bodies[name_op] = body
self.ui.body_list.addItem(name_op)
items = self.ui.body_list.findItems(name_op, Qt.MatchExactly)
self.ui.body_list.setCurrentItem(items[-1])
self.custom_3D_Widget.clear_body_actors()
self.draw_mesh()
elif len(self.list_selected) > 2:
self.list_selected.clear()
else:
print("mindestens 2!")
def load_and_render(self, file):
self.custom_3D_Widget.load_stl(file)
self.custom_3D_Widget.update()
@dataclass
class Timeline:
"""Timeline """
### Collection of the Components
timeline: list = None
"""add to time,
remove from time, """
class Assembly:
"""Connecting Components in 3D space based on slvs solver"""
@dataclass
class Component:
"""The base container combining all related elements
id : The unique ID
sketches : the base sketches, bodys can contain additonal sketches for features
interactor : A smiplified model used as interactor
body : The body class that contains the actual 3d information
connector : Vector and Nomral information for assembly
descript : a basic description
materil : Speicfy a material for pbr rendering
"""
id = None
sketches: dict = None
bodies: dict = None
connector = None
# Description
descript = None
# PBR
material = None
class Connector:
"""An Element that contains vectors and or normals as connection points.
These connection points can exist independently of bodies and other elements"""
id = None
vector = None
normal = None
class Code:
"""A class that holds all information from the code based approach"""
command_list = None
def generate_mesh_from_code(self, code_text: str):
local_vars = {}
try:
print(code_text)
exec(code_text, globals(), local_vars)
# Retrieve the result from the captured local variables
result = local_vars.get('result')
print("Result:", result)
except Exception as e:
print("Error executing code:", e)
@dataclass
class Sketch:
"""All of the 2D Information of a sketches"""
# Save the incomng sketch from the 2D widget for late redit
original_sketch = None
id = None
# Space Information
origin = None
slv_plane = None
normal = None
# Points in UI form the sketches widget
ui_points: list = None
ui_lines: list = None
# Points cartesian coming as result of the solver
slv_points: list = None
slv_lines: list = None
sdf_points: list = None
interactor_lines: list = None
# Points coming back from the 3D-Widget as projection to draw on
proj_points: list = None
proj_lines: list = None
# Workingplane
working_plane = None
def translate_points_tup(self, point: QPoint):
"""QPoints from Display to mesh data
input: Qpoints
output: Tuple X,Y
"""
if isinstance(point, QPoint):
return point.x(), point.y()
def vector_to_centroid(self, shape_center, centroid, normal):
if not shape_center:
# Calculate the current center of the shape
shape_center = [0, 0, 0]
# Calculate the vector from the shape's center to the centroid
center_to_centroid = np.array(centroid) - np.array(shape_center)
# Project this vector onto the normal to get the required translation along the normal
translation_along_normal = np.dot(center_to_centroid, normal) * normal
return translation_along_normal
def angle_between_normals(self, normal1, normal2):
# Ensure the vectors are normalized
n1 = normal1 / np.linalg.norm(normal1)
n2 = normal2 / np.linalg.norm(normal2)
# Compute the dot product
dot_product = np.dot(n1, n2)
# Clip the dot product to the valid range [-1, 1]
dot_product = np.clip(dot_product, -1.0, 1.0)
# Compute the angle in radians
angle_rad = np.arccos(dot_product)
# Convert to degrees if needed
angle_deg = np.degrees(angle_rad)
print("Angle deg", angle_deg)
return angle_rad
def offset_syn(self, f, length):
f = f.translate((0,0, length / 2))
return f
def distance(self, p1, p2):
"""Calculate the distance between two points."""
print("p1", p1)
print("p2", p2)
return math.sqrt((p1[0] - p2[0]) ** 2 + (p1[1] - p2[1]) ** 2)
def convert_points_for_sdf(self, points):
points_for_sdf = []
for point in points:
if point.is_helper is False:
print("point", point)
points_for_sdf.append(self.translate_points_tup(point.ui_point))
self.sdf_points = points_for_sdf
def filter_lines_for_interactor(self, lines):
### Filter lines that are not meant to be drawn for the interactor like contruction lines
filtered_lines = []
for line in lines:
if not line.is_helper:
filtered_lines.append(line)
self.interactor_lines = filtered_lines
def extrude(self, height: float, symet: bool = True, invert: bool = False, offset_length: float = None):
"""
Extrude a 2D shape into 3D, orient it along the normal, and position it relative to the centroid.
"""
# Normalize the normal vector
normal = np.array(self.normal)
normal = normal / np.linalg.norm(self.normal)
# Create the 2D shape
f = polygon(self.sdf_points)
# Extrude the shape along the Z-axis
f = f.extrude(height)
# Center the shape along its extrusion axis
f = f.translate((0, 0, height / 2))
# Orient the shape along the normal vector
f = f.orient(normal)
offset_vector = self.vector_to_centroid(None, self.origin, normal)
# Adjust the offset vector by subtracting the inset distance along the normal direction
adjusted_offset = offset_vector - (normal * height)
if invert:
# Translate the shape along the adjusted offset vector
f = f.translate(adjusted_offset)
else:
f = f.translate(offset_vector)
# If offset_length is provided, adjust the offset_vector
if offset_length is not None:
# Check if offset_vector is not a zero vector
offset_vector_magnitude = np.linalg.norm(offset_vector)
if offset_vector_magnitude > 1e-10: # Use a small threshold to avoid floating-point issues
# Normalize the offset vector
offset_vector_norm = offset_vector / offset_vector_magnitude
# Scale the normalized vector by the desired length
offset_vector = offset_vector_norm * offset_length
f = f.translate(offset_vector)
else:
print("Warning: Offset vector has zero magnitude. Using original vector.")
# Translate the shape along the adjusted offset vector
return f
@dataclass
class Interactor:
"""Helper mesh consisting of edges for selection"""
lines = None
faces = None
body = None
offset_vector = None
edges = None
def translate_points_tup(self, point: QPoint):
"""QPoints from Display to mesh data
input: Qpoints
output: Tuple X,Y
"""
if isinstance(point, QPoint):
return point.x(), point.y()
def vector_to_centroid(self, shape_center, centroid, normal):
if not shape_center:
# Calculate the current center of the shape
shape_center = [0, 0, 0]
# Calculate the vector from the shape's center to the centroid
center_to_centroid = np.array(centroid) - np.array(shape_center)
# Project this vector onto the normal to get the required translation along the normal
translation_along_normal = np.dot(center_to_centroid, normal) * normal
return translation_along_normal
def add_lines_for_interactor(self, input_lines: list):
"""Takes Line2D objects from the sketch widget and preparesit for interactor mesh.
Translates coordinates."""
points_for_interact = []
for point_to_poly in input_lines:
from_coord_start = window.sketchWidget.from_quadrant_coords_no_center(point_to_poly.crd1.ui_point)
from_coord_end = window.sketchWidget.from_quadrant_coords_no_center(point_to_poly.crd2.ui_point)
start_draw = self.translate_points_tup(from_coord_start)
end_draw = self.translate_points_tup(from_coord_end)
line = start_draw, end_draw
points_for_interact.append(line)
print("packed_lines", points_for_interact)
self.lines = points_for_interact
@dataclass
class Body:
"""The actual body as sdf3 object"""
id = None
sketch = None
height = None
interactor = None
sdf_body = None
def mirror_body(self, sdf_object3d):
f = sdf_object3d.rotate(pi)
return f
class Output:
def export_mesh(self, sdf_object):
"""FINAL EXPORT"""
result_points = sdf_object.generate()
write_binary_stl('out.stl', result_points)
def generate_mesh_from_code(self, code_text: str):
local_vars = {}
try:
print(code_text)
exec(code_text, globals(), local_vars)
# Retrieve the result from the captured local variables
result = local_vars.get('result')
print("Result:", result)
except Exception as e:
print("Error executing code:", e)
class Project:
"""Project -> Timeline -> Component -> Sketch -> Body / Interactor -> Connector -> Assembly -> PB Render"""
timeline: Timeline = None
assembly: Assembly = None
if __name__ == "__main__":
app = QApplication()
window = MainWindow()
window.show()
app.exec()