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- # Copyright (c) 2015 Ultimaker B.V.
- # Cura is released under the terms of the AGPLv3 or higher.
- from UM.View.View import View
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- from UM.Resources import Resources
- from UM.Application import Application
- from UM.Preferences import Preferences
- from UM.View.Renderer import Renderer
- from UM.View.GL.OpenGL import OpenGL
- import cura.Settings
- import math
- ## Standard view for mesh models.
- class SolidView(View):
- def __init__(self):
- super().__init__()
- Preferences.getInstance().addPreference("view/show_overhang", True)
- self._enabled_shader = None
- self._disabled_shader = None
- self._extruders_model = cura.Settings.ExtrudersModel()
- def beginRendering(self):
- scene = self.getController().getScene()
- renderer = self.getRenderer()
- if not self._enabled_shader:
- self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
- if not self._disabled_shader:
- self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
- self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0])
- self._disabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
- if Application.getInstance().getGlobalContainerStack():
- if Preferences.getInstance().getValue("view/show_overhang"):
- angle = Application.getInstance().getGlobalContainerStack().getProperty("support_angle", "value")
- if angle is not None:
- self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
- else:
- self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang.
- else:
- self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
- for node in DepthFirstIterator(scene.getRoot()):
- if not node.render(renderer):
- if node.getMeshData() and node.isVisible():
- # TODO: Find a better way to handle this
- #if node.getBoundingBoxMesh():
- # renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
- uniforms = {}
- if self._extruders_model.rowCount() > 0:
- # Get color to render this mesh in from ExtrudersModel
- extruder_index = 0
- extruder_id = node.callDecoration("getActiveExtruder")
- if extruder_id:
- extruder_index = max(0, self._extruders_model.find("id", extruder_id))
- extruder_color = self._extruders_model.getItem(extruder_index)["colour"]
- try:
- # Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
- # an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
- uniforms["diffuse_color"] = [
- int(extruder_color[1:3], 16) / 255,
- int(extruder_color[3:5], 16) / 255,
- int(extruder_color[5:7], 16) / 255,
- 1.0
- ]
- except ValueError:
- pass
- if hasattr(node, "_outside_buildarea"):
- if node._outside_buildarea:
- renderer.queueNode(node, shader = self._disabled_shader)
- else:
- renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
- else:
- renderer.queueNode(node, material = self._enabled_shader, uniforms = uniforms)
- if node.callDecoration("isGroup"):
- renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = Renderer.RenderLines)
- def endRendering(self):
- pass
- #def _onPreferenceChanged(self, preference):
- #if preference == "view/show_overhang": ## Todo: This a printer only setting. Should be removed from Uranium.
- #self._enabled_material = None
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