Codestyle & documentation

This commit is contained in:
Jaime van Kessel 2016-07-29 17:38:35 +02:00
parent 6e3488142e
commit 102a0793e6

View file

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