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- # 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
- self._color = Color(*Application.getInstance().getTheme().getColor("convex_hull").getRgb())
- # 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():
- 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
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