# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from typing import Optional, TYPE_CHECKING from UM.Application import Application from UM.Math.Polygon import Polygon from UM.Qt.QtApplication import QtApplication from UM.Scene.SceneNode import SceneNode from UM.Resources import Resources from UM.Math.Color import Color from UM.Mesh.MeshBuilder import MeshBuilder # To create a mesh to display the convex hull with. from UM.View.GL.OpenGL import OpenGL if TYPE_CHECKING: from UM.Mesh.MeshData import MeshData class ConvexHullNode(SceneNode): shader = None # To prevent the shader from being re-built over and over again, only load it once. ## Convex hull node is a special type of scene node that is used to display an area, to indicate the # location an object uses on the buildplate. This area (or area's in case of one at a time printing) is # then displayed as a transparent shadow. If the adhesion type is set to raft, the area is extruded # to represent the raft as well. def __init__(self, node: SceneNode, hull: Optional[Polygon], thickness: float, parent: Optional[SceneNode] = None) -> None: super().__init__(parent) self.setCalculateBoundingBox(False) self._original_parent = parent # Color of the drawn convex hull if not Application.getInstance().getIsHeadLess(): theme = QtApplication.getInstance().getTheme() if theme: self._color = Color(*theme.getColor("convex_hull").getRgb()) else: self._color = Color(0, 0, 0) else: self._color = Color(0, 0, 0) # The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting. self._mesh_height = 0.1 self._thickness = thickness # The node this mesh is "watching" self._node = node # Area of the head + fans for display as a shadow on the buildplate self._convex_hull_head_mesh = None # type: Optional[MeshData] self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged) self._onNodeDecoratorsChanged(self._node) self._hull = hull if self._hull: hull_mesh_builder = MeshBuilder() if hull_mesh_builder.addConvexPolygonExtrusion( self._hull.getPoints()[::-1], # bottom layer is reversed self._mesh_height - thickness, self._mesh_height, color = self._color): hull_mesh = hull_mesh_builder.build() self.setMeshData(hull_mesh) def getHull(self): return self._hull def getThickness(self): return self._thickness def getWatchedNode(self): return self._node def render(self, renderer): if not ConvexHullNode.shader: ConvexHullNode.shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader")) ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color) ConvexHullNode.shader.setUniformValue("u_opacity", 0.6) if self.getParent(): if self.getMeshData() and isinstance(self._node, SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getMultiBuildPlateModel().activeBuildPlate: # The object itself (+ adhesion in one-at-a-time mode) renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8) if self._convex_hull_head_mesh: # The full head. Rendered as a hint to the user: If this area overlaps another object A; this object # cannot be printed after A, because the head would hit A while printing the current object renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8) return True def _onNodeDecoratorsChanged(self, node: SceneNode) -> None: convex_hull_head = self._node.callDecoration("getConvexHullHeadFull") if convex_hull_head: convex_hull_head_builder = MeshBuilder() convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness) self._convex_hull_head_mesh = convex_hull_head_builder.build() if not node: return