Merge branch 'master' into feature_mesh_types

# Conflicts:
#	plugins/SolidView/SolidView.py
This commit is contained in:
fieldOfView 2017-11-18 11:28:15 +01:00
commit 1924946b59
63 changed files with 5629 additions and 1042 deletions

View file

@ -54,19 +54,10 @@ class SolidView(View):
self._non_printing_shader.setUniformValue("u_diffuseColor", Color(*self._theme.getColor("model_non_printing").getRgb()))
self._non_printing_shader.setUniformValue("u_opacity", 0.6)
multi_extrusion = False
global_container_stack = Application.getInstance().getGlobalContainerStack()
if global_container_stack:
multi_extrusion = global_container_stack.getProperty("machine_extruder_count", "value") > 1
if multi_extrusion:
support_extruder_nr = global_container_stack.getProperty("support_extruder_nr", "value")
support_angle_stack = ExtruderManager.getInstance().getExtruderStack(support_extruder_nr)
if not support_angle_stack:
support_angle_stack = global_container_stack
else:
support_angle_stack = global_container_stack
support_extruder_nr = global_container_stack.getProperty("support_extruder_nr", "value")
support_angle_stack = ExtruderManager.getInstance().getExtruderStack(support_extruder_nr)
if Preferences.getInstance().getValue("view/show_overhang"):
angle = support_angle_stack.getProperty("support_angle", "value")
@ -79,7 +70,6 @@ class SolidView(View):
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
for node in DepthFirstIterator(scene.getRoot()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
@ -88,32 +78,26 @@ class SolidView(View):
per_mesh_stack = node.callDecoration("getStack")
if not multi_extrusion:
if global_container_stack:
material = global_container_stack.findContainer({ "type": "material" })
material_color = material.getMetaDataEntry("color_code", default = self._extruders_model.defaultColors[0]) if material else self._extruders_model.defaultColors[0]
else:
material_color = self._extruders_model.defaultColors[0]
else:
# Get color to render this mesh in from ExtrudersModel
extruder_index = 0
extruder_id = node.callDecoration("getActiveExtruder")
if extruder_id:
extruder_index = max(0, self._extruders_model.find("id", extruder_id))
# Get color to render this mesh in from ExtrudersModel
extruder_index = 0
extruder_id = node.callDecoration("getActiveExtruder")
if extruder_id:
extruder_index = max(0, self._extruders_model.find("id", extruder_id))
# Use the support extruder instead of the active extruder if this is a support_mesh
if per_mesh_stack:
if per_mesh_stack.getProperty("support_mesh", "value"):
extruder_index = int(global_container_stack.getProperty("support_extruder_nr", "value"))
# Use the support extruder instead of the active extruder if this is a support_mesh
if per_mesh_stack:
if per_mesh_stack.getProperty("support_mesh", "value"):
extruder_index = int(global_container_stack.getProperty("support_extruder_nr", "value"))
try:
material_color = self._extruders_model.getItem(extruder_index)["color"]
except KeyError:
material_color = self._extruders_model.defaultColors[0]
try:
material_color = self._extruders_model.getItem(extruder_index)["color"]
except KeyError:
material_color = self._extruders_model.defaultColors[0]
if extruder_index != ExtruderManager.getInstance().activeExtruderIndex:
# Shade objects that are printed with the non-active extruder 25% darker
shade_factor = 0.6
if extruder_index != ExtruderManager.getInstance().activeExtruderIndex:
# Shade objects that are printed with the non-active extruder 25% darker
shade_factor = 0.6
try:
# Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
# an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])