FreeCAD / src /Mod /CAM /Path /Tool /camassets.py
AbdulElahGwaith's picture
Upload folder using huggingface_hub
985c397 verified
# SPDX-License-Identifier: LGPL-2.1-or-later
# ***************************************************************************
# * Copyright (c) 2025 Samuel Abels <knipknap@gmail.com> *
# * *
# * 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 json
import pathlib
from typing import Optional, Union, Sequence
import Path
from Path import Preferences
from Path.Preferences import addToolPreferenceObserver
from .assets import AssetManager, AssetUri, Asset, FileStore
from .toolbit.migration import ParameterAccessor, migrate_parameters
if False:
Path.Log.setLevel(Path.Log.Level.DEBUG, Path.Log.thisModule())
Path.Log.trackModule(Path.Log.thisModule())
else:
Path.Log.setLevel(Path.Log.Level.INFO, Path.Log.thisModule())
def ensure_library_assets_initialized(asset_manager: AssetManager, store_name: str = "local"):
"""
Ensures the given store is initialized with built-in library
if it is currently empty.
"""
builtin_library_path = Preferences.getBuiltinLibraryPath()
if asset_manager.is_empty("toolbitlibrary", store=store_name):
for path in builtin_library_path.glob("*.fctl"):
asset_manager.add_file("toolbitlibrary", path)
def ensure_toolbits_have_shape_type(asset_manager: AssetManager, store_name: str = "local"):
from .shape import ToolBitShape
toolbit_uris = asset_manager.list_assets(
asset_type="toolbit",
store=store_name,
)
for uri in toolbit_uris:
data = asset_manager.get_raw(uri, store=store_name)
attrs = json.loads(data)
changed = False
# --- Step 1: Ensure shape-type exists (migrate if needed) ---
if "shape-type" not in attrs:
shape_id = pathlib.Path(
str(attrs.get("shape", ""))
).stem # backward compatibility. used to be a filename
if not shape_id:
Path.Log.error(f"ToolBit {uri} missing shape ID")
continue
try:
shape_class = ToolBitShape.get_shape_class_from_id(shape_id)
except Exception as e:
Path.Log.error(f"Failed to load toolbit {uri}: {e}. Skipping")
continue
if not shape_class:
Path.Log.error(f"Toolbit {uri} has no shape-type attribute, and failed to infer it")
continue
attrs["shape-type"] = shape_class.name
Path.Log.info(
f"Migrating toolbit {uri}: Adding shape-type attribute '{shape_class.name}'"
)
changed = True
# --- Step 2: Migrate legacy parameters (now that shape-type is set) ---
if "parameter" in attrs and isinstance(attrs["parameter"], dict):
if migrate_parameters(ParameterAccessor(attrs)):
changed = True
# --- Step 3: Write changes if any occurred ---
if changed:
data = json.dumps(attrs, sort_keys=True, indent=2).encode("utf-8")
asset_manager.add_raw("toolbit", uri.asset_id, data, store=store_name)
def ensure_toolbit_assets_initialized(asset_manager: AssetManager, store_name: str = "local"):
"""
Ensures the given store is initialized with built-in bits
if it is currently empty.
"""
builtin_toolbit_path = Preferences.getBuiltinToolBitPath()
if asset_manager.is_empty("toolbit", store=store_name):
for path in builtin_toolbit_path.glob("*.fctb"):
asset_manager.add_file("toolbit", path)
ensure_toolbits_have_shape_type(asset_manager, store_name)
def ensure_toolbitshape_assets_present(asset_manager: AssetManager, store_name: str = "local"):
"""
Ensures the given store is initialized with built-in shapes
if it is currently empty. This copies all built-in shapes,
which is generally not recommended, but is useful for
testing.
In practice, the built-in tools don't need to be copied,
because the CamAssetManager will automatically fall back to
fetching them from the builtin store if they are not
present in the local store (=the user's Shape directory).
"""
builtin_shape_path = Preferences.getBuiltinShapePath()
if asset_manager.is_empty("toolbitshape", store=store_name):
for path in builtin_shape_path.glob("*.fcstd"):
uri = AssetUri.build(
asset_type="toolbitshape",
asset_id=path.stem,
)
if not asset_manager.exists(uri, store=store_name):
asset_manager.add_file("toolbitshape", path)
for path in builtin_shape_path.glob("*.svg"):
uri = AssetUri.build(
asset_type="toolbitshapesvg",
asset_id=path.stem + ".svg",
)
if not asset_manager.exists(uri, store=store_name):
asset_manager.add_file("toolbitshapesvg", path, asset_id=path.stem + ".svg")
for path in builtin_shape_path.glob("*.png"):
uri = AssetUri.build(
asset_type="toolbitshapepng",
asset_id=path.stem + ".png",
)
if not asset_manager.exists(uri, store=store_name):
asset_manager.add_file("toolbitshapepng", path, asset_id=path.stem + ".png")
def ensure_toolbitshape_assets_initialized(asset_manager: AssetManager, store_name: str = "local"):
"""
Ensures the toolbitshape directory structure exists without adding any files.
"""
from pathlib import Path
# Get the shape directory path and ensure it exists
shape_path = Preferences.getAssetPath() / "Tools" / "Shape"
shape_path.mkdir(parents=True, exist_ok=True)
def ensure_assets_initialized(asset_manager: AssetManager, store="local"):
"""
Ensures the given store is initialized with built-in assets.
"""
ensure_library_assets_initialized(asset_manager, store)
ensure_toolbit_assets_initialized(asset_manager, store)
ensure_toolbitshape_assets_initialized(asset_manager, store)
def _on_asset_path_changed(group, key, value):
Path.Log.info(f"CAM asset directory changed in preferences: {group} {key} {value}")
user_asset_store.set_dir(value)
ensure_assets_initialized(cam_assets)
# Set up the local CAM asset storage.
asset_mapping = {
"toolbitlibrary": "Tools/Library/{asset_id}.fctl",
"toolbit": "Tools/Bit/{asset_id}.fctb",
"toolbitshape": "Tools/Shape/{asset_id}.fcstd",
"toolbitshapesvg": "Tools/Shape/{asset_id}", # Asset ID has ".svg" included
"toolbitshapepng": "Tools/Shape/{asset_id}", # Asset ID has ".png" included
"machine": "Machine/{asset_id}.fcm",
}
# Separate mapping for builtin assets (maintains original structure)
builtin_asset_mapping = {
"toolbitlibrary": "Library/{asset_id}.fctl",
"toolbit": "Bit/{asset_id}.fctb",
"toolbitshape": "Shape/{asset_id}.fcstd",
"toolbitshapesvg": "Shape/{asset_id}", # Asset ID has ".svg" included
"toolbitshapepng": "Shape/{asset_id}", # Asset ID has ".png" included
"machine": "Machine/{asset_id}.fcm",
}
user_asset_store = FileStore(
name="local",
base_dir=Preferences.getAssetPath(),
mapping=asset_mapping,
)
builtin_asset_store = FileStore(
name="builtin",
base_dir=Preferences.getBuiltinAssetPath(),
mapping=builtin_asset_mapping,
)
class CamAssetManager(AssetManager):
"""
Custom CAM Asset Manager that extends the base AssetManager, such
that the get methods return fallbacks: if the asset is not present
in the "local" store, then it falls back to the builtin-asset store.
"""
def __init__(self):
super().__init__()
self.register_store(user_asset_store)
self.register_store(builtin_asset_store)
def setup(self):
try:
ensure_assets_initialized(cam_assets)
except Exception as e:
Path.Log.error(f"Failed to initialize CAM assets in {user_asset_store._base_dir}: {e}")
else:
Path.Log.debug(f"Using CAM assets in {user_asset_store._base_dir}")
def get(
self,
uri: Union[AssetUri, str],
store: Union[str, Sequence[str]] = ("local", "builtin"),
depth: Optional[int] = None,
) -> Asset:
"""
Gets an asset from the "local" store, falling back to the "builtin"
store if not found locally.
"""
return super().get(uri, store=store, depth=depth)
def get_or_none(
self,
uri: Union[AssetUri, str],
store: Union[str, Sequence[str]] = ("local", "builtin"),
depth: Optional[int] = None,
) -> Optional[Asset]:
"""
Gets an asset from the "local" store, falling back to the "builtin"
store if not found locally.
"""
return super().get_or_none(uri, store=store, depth=depth)
# Set up the CAM asset manager.
Path.Log.setLevel(Path.Log.Level.INFO, Path.Log.thisModule())
cam_assets = CamAssetManager()
addToolPreferenceObserver(_on_asset_path_changed)