LayerView.py 7.1 KB

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  1. # Copyright (c) 2015 Ultimaker B.V.
  2. # Cura is released under the terms of the AGPLv3 or higher.
  3. from UM.View.View import View
  4. from UM.View.Renderer import Renderer
  5. from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
  6. from UM.Resources import Resources
  7. from UM.Event import Event, KeyEvent
  8. from UM.Signal import Signal
  9. from UM.Scene.Selection import Selection
  10. from UM.Math.Color import Color
  11. from UM.Mesh.MeshData import MeshData
  12. from cura.ConvexHullNode import ConvexHullNode
  13. from . import LayerViewProxy
  14. ## View used to display g-code paths.
  15. class LayerView(View):
  16. def __init__(self):
  17. super().__init__()
  18. self._material = None
  19. self._num_layers = 0
  20. self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
  21. self._proxy = LayerViewProxy.LayerViewProxy()
  22. self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
  23. self._max_layers = 10
  24. self._current_layer_num = 10
  25. self._current_layer_mesh = None
  26. self._activity = False
  27. self._solid_layers = 5
  28. def getActivity(self):
  29. return self._activity
  30. def getCurrentLayer(self):
  31. return self._current_layer_num
  32. def _onSceneChanged(self, node):
  33. self.calculateMaxLayers()
  34. def getMaxLayers(self):
  35. return self._max_layers
  36. def resetLayerData(self):
  37. self._current_layer_mesh = None
  38. def beginRendering(self):
  39. scene = self.getController().getScene()
  40. renderer = self.getRenderer()
  41. renderer.setRenderSelection(False)
  42. if not self._material:
  43. self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "vertexcolor.frag"))
  44. self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
  45. self._selection_material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "color.frag"))
  46. self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
  47. for node in DepthFirstIterator(scene.getRoot()):
  48. # We do not want to render ConvexHullNode as it conflicts with the bottom layers.
  49. # However, it is somewhat relevant when the node is selected, so do render it then.
  50. if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
  51. continue
  52. if not node.render(renderer):
  53. if node.getMeshData() and node.isVisible():
  54. if Selection.isSelected(node):
  55. renderer.queueNode(node, material = self._selection_material, transparent = True)
  56. layer_data = node.callDecoration("getLayerData")
  57. if not layer_data:
  58. continue
  59. # Render all layers below a certain number as line mesh instead of vertices.
  60. if self._current_layer_num - self._solid_layers > -1:
  61. start = 0
  62. end = 0
  63. element_counts = layer_data.getElementCounts()
  64. for layer, counts in element_counts.items():
  65. if layer + self._solid_layers > self._current_layer_num:
  66. break
  67. end += counts
  68. # This uses glDrawRangeElements internally to only draw a certain range of lines.
  69. renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
  70. # We currently recreate the current "solid" layers every time a
  71. if not self._current_layer_mesh:
  72. self._current_layer_mesh = MeshData()
  73. for i in range(self._solid_layers):
  74. layer = self._current_layer_num - i
  75. if layer < 0:
  76. continue
  77. layer_mesh = layer_data.getLayer(layer).createMesh()
  78. if not layer_mesh or layer_mesh.getVertices() is None:
  79. continue
  80. self._current_layer_mesh.addVertices(layer_mesh.getVertices())
  81. # Scale layer color by a brightness factor based on the current layer number
  82. # This will result in a range of 0.5 - 1.0 to multiply colors by.
  83. brightness = (2.0 - (i / self._solid_layers)) / 2.0
  84. self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
  85. renderer.queueNode(node, mesh = self._current_layer_mesh, material = self._material)
  86. def setLayer(self, value):
  87. if self._current_layer_num != value:
  88. self._current_layer_num = value
  89. if self._current_layer_num < 0:
  90. self._current_layer_num = 0
  91. if self._current_layer_num > self._max_layers:
  92. self._current_layer_num = self._max_layers
  93. self._current_layer_mesh = None
  94. self.currentLayerNumChanged.emit()
  95. currentLayerNumChanged = Signal()
  96. def calculateMaxLayers(self):
  97. scene = self.getController().getScene()
  98. renderer = self.getRenderer()
  99. if renderer and self._material:
  100. self._activity = True
  101. renderer.setRenderSelection(False)
  102. self._old_max_layers = self._max_layers
  103. ## Recalculate num max layers
  104. new_max_layers = 0
  105. for node in DepthFirstIterator(scene.getRoot()):
  106. if not node.render(renderer):
  107. if node.getMeshData() and node.isVisible():
  108. layer_data = node.callDecoration("getLayerData")
  109. if not layer_data:
  110. continue
  111. if new_max_layers < len(layer_data.getLayers()):
  112. new_max_layers = len(layer_data.getLayers()) - 1
  113. if new_max_layers > 0 and new_max_layers != self._old_max_layers:
  114. self._max_layers = new_max_layers
  115. self.maxLayersChanged.emit()
  116. self._current_layer_num = self._max_layers
  117. # This makes sure we update the current layer
  118. self.setLayer(int(self._max_layers))
  119. self.currentLayerNumChanged.emit()
  120. maxLayersChanged = Signal()
  121. currentLayerNumChanged = Signal()
  122. ## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
  123. # as this caused some issues.
  124. def getProxy(self, engine, script_engine):
  125. return self._proxy
  126. def endRendering(self):
  127. pass
  128. def event(self, event):
  129. if event.type == Event.KeyPressEvent:
  130. if event.key == KeyEvent.UpKey:
  131. self.setLayer(self._current_layer_num + 1)
  132. if event.key == KeyEvent.DownKey:
  133. self.setLayer(self._current_layer_num - 1)