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