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Move all decorators in the scene subfolder
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18 changed files with 20 additions and 21 deletions
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# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from UM.Application import Application
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from UM.Scene.SceneNode import SceneNode
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from UM.Resources import Resources
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from UM.Math.Color import Color
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from UM.Mesh.MeshBuilder import MeshBuilder # To create a mesh to display the convex hull with.
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from UM.View.GL.OpenGL import OpenGL
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class ConvexHullNode(SceneNode):
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shader = None # To prevent the shader from being re-built over and over again, only load it once.
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## Convex hull node is a special type of scene node that is used to display an area, to indicate the
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# location an object uses on the buildplate. This area (or area's in case of one at a time printing) is
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# then displayed as a transparent shadow. If the adhesion type is set to raft, the area is extruded
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# to represent the raft as well.
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def __init__(self, node, hull, thickness, parent = None):
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super().__init__(parent)
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self.setCalculateBoundingBox(False)
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self._original_parent = parent
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# Color of the drawn convex hull
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self._color = Color(*Application.getInstance().getTheme().getColor("convex_hull").getRgb())
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# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
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self._mesh_height = 0.1
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self._thickness = thickness
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# The node this mesh is "watching"
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self._node = node
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self._convex_hull_head_mesh = None
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self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged)
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self._onNodeDecoratorsChanged(self._node)
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self._hull = hull
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if self._hull:
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hull_mesh_builder = MeshBuilder()
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if hull_mesh_builder.addConvexPolygonExtrusion(
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self._hull.getPoints()[::-1], # bottom layer is reversed
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self._mesh_height-thickness, self._mesh_height, color=self._color):
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hull_mesh = hull_mesh_builder.build()
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self.setMeshData(hull_mesh)
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def getHull(self):
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return self._hull
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def getThickness(self):
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return self._thickness
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def getWatchedNode(self):
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return self._node
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def render(self, renderer):
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if not ConvexHullNode.shader:
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ConvexHullNode.shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
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ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color)
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ConvexHullNode.shader.setUniformValue("u_opacity", 0.6)
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if self.getParent():
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if self.getMeshData() and issubclass(type(self._node), SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getBuildPlateModel().activeBuildPlate:
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renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
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if self._convex_hull_head_mesh:
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renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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return True
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def _onNodeDecoratorsChanged(self, node):
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convex_hull_head = self._node.callDecoration("getConvexHullHead")
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if convex_hull_head:
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convex_hull_head_builder = MeshBuilder()
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convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness)
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self._convex_hull_head_mesh = convex_hull_head_builder.build()
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if not node:
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return
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