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Remove unnecessary bools
CURA-2199
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parent
b05caa8bdc
commit
155fe326b7
1 changed files with 2 additions and 7 deletions
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@ -123,12 +123,10 @@ class LayerPass(RenderPass):
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self.bind()
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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tool_handle_has_items = False
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for node in DepthFirstIterator(self._scene.getRoot()):
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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tool_handle_has_items = True
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elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
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elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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layer_data = node.callDecoration("getLayerData")
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@ -152,21 +150,18 @@ class LayerPass(RenderPass):
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# Create a new batch that is not range-limited
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
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batch_has_items = False
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if self._current_layer_mesh:
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if self._current_layer_mesh:
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batch_has_items = True
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batch.addItem(node.getWorldTransformation(), self._current_layer_mesh)
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batch.addItem(node.getWorldTransformation(), self._current_layer_mesh)
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if self._current_layer_jumps:
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if self._current_layer_jumps:
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batch_has_items = True
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batch.addItem(node.getWorldTransformation(), self._current_layer_jumps)
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batch.addItem(node.getWorldTransformation(), self._current_layer_jumps)
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if batch_has_items:
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if len(batch.items) > 0:
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batch.render(self._scene.getActiveCamera())
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batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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# Render toolhandles on top of the layerview
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if tool_handle_has_items:
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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tool_handle_batch.render(self._scene.getActiveCamera())
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self.release()
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self.release()
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