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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.View.Renderer import Renderer
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- from UM.Resources import Resources
- from UM.Scene.Selection import Selection
- from UM.Math.Color import Color
- ## View used to display g-code paths.
- class LayerView(View):
- def __init__(self):
- super().__init__()
- self._material = None
- self._num_layers = 0
- self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
- def beginRendering(self):
- scene = self.getController().getScene()
- renderer = self.getRenderer()
- renderer.setRenderSelection(False)
- if not self._material:
- self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "vertexcolor.frag"))
- self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
- self._selection_material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "color.frag"))
- self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
- for node in DepthFirstIterator(scene.getRoot()):
- if not node.render(renderer):
- if node.getMeshData() and node.isVisible():
- if Selection.isSelected(node):
- renderer.queueNode(node, material = self._selection_material, transparent = True)
- try:
- layer_data = node.getMeshData().layerData
- except AttributeError:
- continue
- if self._layer_percentage < 100:
- start = 0
- end_layer = round(len(layer_data.getLayers()) * (self._layer_percentage / 100))
- end = 0
- element_counts = layer_data.getElementCounts()
- for layer, counts in element_counts.items():
- end += sum(counts)
- ## Hack to ensure the end is correct. Not quite sure what causes this
- end += 2 * len(counts)
- if layer >= end_layer:
- break
- renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end, overlay = True)
- else:
- renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, overlay = True)
-
- def setLayer(self, value):
- self._layer_percentage = value
-
- def endRendering(self):
- pass
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