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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.Event import Event, KeyEvent
- from UM.Signal import Signal
- from UM.Scene.Selection import Selection
- from UM.Math.Color import Color
- from . import LayerViewProxy
- ## 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)
- self._proxy = LayerViewProxy.LayerViewProxy()
- self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
- self._max_layers = 10
- self._current_layer_num = 10
- def getCurrentLayer(self):
- return self._current_layer_num
-
- def _onSceneChanged(self, node):
- self.calculateMaxLayers()
-
- def getMaxLayers(self):
- return self._max_layers
- 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
- start = 0
- 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 >= self._current_layer_num:
- break
- renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
- def setLayer(self, value):
- if self._current_layer_num != value:
- self._current_layer_num = value
- if self._current_layer_num < 0:
- self._current_layer_num = 0
- if self._current_layer_num > self._max_layers:
- self._current_layer_num = self._max_layers
- self.currentLayerNumChanged.emit()
-
- currentLayerNumChanged = Signal()
-
- def calculateMaxLayers(self):
- scene = self.getController().getScene()
- renderer = self.getRenderer()
- if renderer and self._material:
- renderer.setRenderSelection(False)
- self._old_max_layers = self._max_layers
- ## Recalculate num max layers
- new_max_layers = 0
- for node in DepthFirstIterator(scene.getRoot()):
- if not node.render(renderer):
- if node.getMeshData() and node.isVisible():
- try:
- layer_data = node.getMeshData().layerData
- except AttributeError:
- continue
- if new_max_layers < len(layer_data.getLayers()):
- new_max_layers = len(layer_data.getLayers())
- if new_max_layers > 0 and new_max_layers != self._old_max_layers:
- self._max_layers = new_max_layers
- self.maxLayersChanged.emit()
- # This makes sure we update the current layer
- self.setLayer(int(self._max_layers * (self._current_layer_num / self._old_max_layers)))
-
- maxLayersChanged = Signal()
-
- ## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
- # as this caused some issues.
- def getProxy(self, engine, script_engine):
- return self._proxy
-
- def endRendering(self):
- pass
-
- def event(self, event):
- if event.type == Event.KeyPressEvent:
- if event.key == KeyEvent.UpKey:
- self.setLayer(self._current_layer_num + 1)
- if event.key == KeyEvent.DownKey:
- self.setLayer(self._current_layer_num - 1)
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