Macro Make Cube

import draftTools, WorkingPlane from draftlibs import fcvec class myCommand(draftTools.Creator): "A class to define our custom command" # this command is based on the generic draftTools Creator template # it will ask for 4 points, defining our cube def __init__(self): # general setup, we define everything we'll need at startup print "Starting command..." # The Activated function of the Creator defines several variables such as self.view draftTools.Creator.Activated(self,"Cube") # we use the point UI of the draft Toolbar, which has X,Y and Z input fields self.ui.pointUi self.points = [] # here we will store our points self.linetracker = draftTools.lineTracker # we build a special cube tracker which is a list of 4 rectangle trackers self.cubetracker = [] for i in range(4): self.cubetracker.append(draftTools.rectangleTracker) self.constraintracker = draftTools.lineTracker(dotted=True) self.call = self.view.addEventCallback("SoEvent",self.action) def action(self,arg): # 3D scene handler. This function will be called by the 3D view on # special events such as keypress or mouse movements. We must take # care of treating what we want. All the hard work will be here! point,ctrlPoint = draftTools.getPoint(self,arg) if arg["Type"] == "SoKeyboardEvent": if arg["Key"] == "ESCAPE": # important! if ESC is pressed, we cancel everything self.finish elif arg["Type"] == "SoLocation2Event": # this will be executed in case of mouse movement if len(self.points) == 1: # this will be executed after we got our first point self.linetracker.p2(point) self.length = self.linetracker.getLength self.ui.setRadiusValue(self.length) elif len(self.points) == 2: # now we already have our base line, we update the 1st rectangle self.cubetracker[0].p3(point) self.width = self.cubetracker[0].getSize[1] self.ui.setRadiusValue(self.width) elif len(self.points) == 3: # we must first find our height point by projecting on the normal w = fcvec.project(point,self.normal) # then we update all rectangles self.cubetracker[1].p3((self.cubetracker[0].p2).add(w)) self.cubetracker[2].p3((self.cubetracker[0].p4).add(w)) self.cubetracker[3].p1((self.cubetracker[0].p1).add(w)) self.cubetracker[3].p3((self.cubetracker[0].p3).add(w)) self.height = w.Length self.ui.setRadiusValue(self.height) elif arg["Type"] == "SoMouseButtonEvent": if (arg["State"] == "DOWN") and (arg["Button"] == "BUTTON1"): # this will be executed in case of mouse button 1 pressed print "Got point: ",point if len(self.points) == 0: # this is our first clicked point self.linetracker.p1(point) self.linetracker.on # we set the radius UI, which has only a length input field # but we change the "radius" name self.ui.radiusUi self.ui.labelRadius.setText("Width") elif len(self.points) == 1: # this is our second point # first we turn off our line tracker self.linetracker.off # then we turn on only one of the rectangles baseline = point.sub(self.points[0]) self.cubetracker[0].setPlane(baseline) self.cubetracker[0].p1(self.linetracker.p1) self.cubetracker[0].on self.ui.labelRadius.setText("Length") elif len(self.points) == 2: # this is our third point # we can get the cubes Z axis from our first rectangle self.normal = self.cubetracker[0].getNormal # we can therefore define the (u,v) planes of all rectangles u = self.cubetracker[0].u 					v = self.cubetracker[0].v 					self.cubetracker[1].setPlane(u,self.normal) self.cubetracker[2].setPlane(u,self.normal) self.cubetracker[3].setPlane(u,v) # and the origin points of the vertical rectangles self.cubetracker[1].p1(self.cubetracker[0].p1) self.cubetracker[2].p1(self.cubetracker[0].p3) # finally we turn all rectangles on 					for r in self.cubetracker: r.on self.ui.labelRadius.setText("Heigth") elif len(self.points) == 3: # finally we have all our points! Let's create the actual cube. cube = self.doc.addObject("Part::Box","Cube") cube.Length = self.length cube.Width = self.width cube.Height = self.height # we get 3 points that define our cube orientation p1 = self.cubetracker[0].p1 p2 = self.cubetracker[0].p2 p3 = self.cubetracker[0].p4 cube.Placement = WorkingPlane.getPlacementFromPoints([p1,p2,p3]) self.finish self.points.append(point) def finish(self): # this will be executed when finishing the command # first thing, we remove our callback function self.view.removeEventCallback("SoEvent",self.call) # then we turn off the draft toolbar self.ui.offUi # important! we must remove all coin stuff self.linetracker.finalize for r in self.cubetracker: r.finalize # then we call the generic finish function of our creator object draftTools.Creator.finish(self) print "Finished!" my Command
 * 1) first we import the needed Draft modules
 * 1)  finally, we execute our code!