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- # Copyright (c) 2017 Ultimaker B.V.
- # Cura is released under the terms of the LGPLv3 or higher.
- from UM.Math.Color import Color
- from UM.Math.Vector import Vector
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- from UM.Resources import Resources
- from UM.Scene.SceneNode import SceneNode
- from UM.Scene.ToolHandle import ToolHandle
- from UM.Application import Application
- from UM.PluginRegistry import PluginRegistry
- from UM.View.RenderPass import RenderPass
- from UM.View.RenderBatch import RenderBatch
- from UM.View.GL.OpenGL import OpenGL
- from cura.Settings.ExtruderManager import ExtruderManager
- import os.path
- ## RenderPass used to display g-code paths.
- from .NozzleNode import NozzleNode
- class SimulationPass(RenderPass):
- def __init__(self, width, height):
- super().__init__("simulationview", width, height)
- self._layer_shader = None
- self._layer_shadow_shader = None
- self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
- self._tool_handle_shader = None
- self._nozzle_shader = None
- self._old_current_layer = 0
- self._old_current_path = 0
- self._switching_layers = True # It tracks when the user is moving the layers' slider
- self._gl = OpenGL.getInstance().getBindingsObject()
- self._scene = Application.getInstance().getController().getScene()
- self._extruder_manager = ExtruderManager.getInstance()
- self._layer_view = None
- self._compatibility_mode = None
- def setSimulationView(self, layerview):
- self._layer_view = layerview
- self._compatibility_mode = layerview.getCompatibilityMode()
- def render(self):
- if not self._layer_shader:
- if self._compatibility_mode:
- shader_filename = "layers.shader"
- shadow_shader_filename = "layers_shadow.shader"
- else:
- shader_filename = "layers3d.shader"
- shadow_shader_filename = "layers3d_shadow.shader"
- self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
- self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
- self._current_shader = self._layer_shader
- # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
- self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
- if self._layer_view:
- self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
- self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
- self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
- self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
- self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
- self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
- self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
- self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
- self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
- self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
- else:
- #defaults
- self._layer_shader.setUniformValue("u_max_feedrate", 1)
- self._layer_shader.setUniformValue("u_min_feedrate", 0)
- self._layer_shader.setUniformValue("u_max_thickness", 1)
- self._layer_shader.setUniformValue("u_min_thickness", 0)
- self._layer_shader.setUniformValue("u_layer_view_type", 1)
- self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
- self._layer_shader.setUniformValue("u_show_travel_moves", 0)
- self._layer_shader.setUniformValue("u_show_helpers", 1)
- self._layer_shader.setUniformValue("u_show_skin", 1)
- self._layer_shader.setUniformValue("u_show_infill", 1)
- if not self._tool_handle_shader:
- self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
- if not self._nozzle_shader:
- self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
- self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
- self.bind()
- tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
- active_build_plate = Application.getInstance().getMultiBuildPlateModel().activeBuildPlate
- head_position = None # Indicates the current position of the print head
- nozzle_node = None
- for node in DepthFirstIterator(self._scene.getRoot()):
- if isinstance(node, ToolHandle):
- tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
- elif isinstance(node, NozzleNode):
- nozzle_node = node
- nozzle_node.setVisible(False)
- elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
- layer_data = node.callDecoration("getLayerData")
- if not layer_data:
- continue
- # Render all layers below a certain number as line mesh instead of vertices.
- if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
- start = 0
- end = 0
- element_counts = layer_data.getElementCounts()
- for layer in sorted(element_counts.keys()):
- # In the current layer, we show just the indicated paths
- if layer == self._layer_view._current_layer_num:
- # We look for the position of the head, searching the point of the current path
- index = self._layer_view._current_path_num
- offset = 0
- for polygon in layer_data.getLayer(layer).polygons:
- # The size indicates all values in the two-dimension array, and the second dimension is
- # always size 3 because we have 3D points.
- if index >= polygon.data.size // 3 - offset:
- index -= polygon.data.size // 3 - offset
- offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
- continue
- # The head position is calculated and translated
- head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
- break
- break
- if self._layer_view._minimum_layer_num > layer:
- start += element_counts[layer]
- end += element_counts[layer]
- # Calculate the range of paths in the last layer
- current_layer_start = end
- current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
- # This uses glDrawRangeElements internally to only draw a certain range of lines.
- # All the layers but the current selected layer are rendered first
- if self._old_current_path != self._layer_view._current_path_num:
- self._current_shader = self._layer_shadow_shader
- self._switching_layers = False
- if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
- self._current_shader = self._layer_shader
- self._switching_layers = True
- layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
- layers_batch.addItem(node.getWorldTransformation(), layer_data)
- layers_batch.render(self._scene.getActiveCamera())
- # Current selected layer is rendered
- current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
- current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
- current_layer_batch.render(self._scene.getActiveCamera())
- self._old_current_layer = self._layer_view._current_layer_num
- self._old_current_path = self._layer_view._current_path_num
- # Create a new batch that is not range-limited
- batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
- if self._layer_view.getCurrentLayerMesh():
- batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
- if self._layer_view.getCurrentLayerJumps():
- batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
- if len(batch.items) > 0:
- batch.render(self._scene.getActiveCamera())
- # The nozzle is drawn when once we know the correct position of the head,
- # but the user is not using the layer slider, and the compatibility mode is not enabled
- if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
- if head_position is not None:
- nozzle_node.setVisible(True)
- nozzle_node.setPosition(head_position)
- nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
- nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
- nozzle_batch.render(self._scene.getActiveCamera())
- # Render toolhandles on top of the layerview
- if len(tool_handle_batch.items) > 0:
- tool_handle_batch.render(self._scene.getActiveCamera())
- self.release()
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