# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from UM.Application import Application 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 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, hull, thickness, parent = None): super().__init__(parent) self.setCalculateBoundingBox(False) self._original_parent = parent # Color of the drawn convex hull if not Application.getInstance().getIsHeadLess(): self._color = Color(*Application.getInstance().getTheme().getColor("convex_hull").getRgb()) 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 self._convex_hull_head_mesh = None 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: renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8) if self._convex_hull_head_mesh: 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): convex_hull_head = self._node.callDecoration("getConvexHullHead") 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