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Codestyle & documentation
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1 changed files with 10 additions and 8 deletions
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@ -11,6 +11,7 @@ from UM.Math.Color import Color
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from UM.Mesh.MeshBuilder import MeshBuilder
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from UM.Job import Job
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from UM.Preferences import Preferences
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from UM.Logger import Logger
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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@ -34,7 +35,7 @@ class LayerView(View):
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self._shader = None
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self._selection_shader = None
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
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self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
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self._max_layers = 0
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@ -43,6 +44,7 @@ class LayerView(View):
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self._current_layer_jumps = None
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self._top_layers_job = None
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self._activity = False
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self._old_max_layers = 0
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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@ -133,7 +135,6 @@ class LayerView(View):
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def calculateMaxLayers(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer() # TODO: @UnusedVariable
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self._activity = True
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self._old_max_layers = self._max_layers
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@ -215,6 +216,7 @@ class LayerView(View):
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self._startUpdateTopLayers()
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class _CreateTopLayersJob(Job):
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def __init__(self, scene, layer_number, solid_layers):
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super().__init__()
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@ -242,20 +244,20 @@ class _CreateTopLayersJob(Job):
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try:
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layer = layer_data.getLayer(layer_number).createMesh()
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except Exception as e:
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print(e)
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except Exception:
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Logger.logException("w", "An exception occurred while creating layer mesh.")
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return
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if not layer or layer.getVertices() is None:
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continue
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layer_mesh.addIndices(layer_mesh._vertex_count+layer.getIndices())
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layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
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layer_mesh.addVertices(layer.getVertices())
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# Scale layer color by a brightness factor based on the current layer number
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# This will result in a range of 0.5 - 1.0 to multiply colors by.
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brightness = numpy.ones((1,4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
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brightness[0, 3] = 1.0;
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brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
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brightness[0, 3] = 1.0
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layer_mesh.addColors(layer.getColors() * brightness)
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if self._cancel:
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@ -271,7 +273,7 @@ class _CreateTopLayersJob(Job):
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if not jump_mesh or jump_mesh.getVertices() is None:
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jump_mesh = None
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self.setResult({ "layers": layer_mesh.build(), "jumps": jump_mesh })
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self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
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def cancel(self):
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self._cancel = True
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