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Use the start and end parameters to QtGL2Renderer::queueNode to implement showing only a range of layers
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parent
8b5e5dbfda
commit
1a50753914
1 changed files with 15 additions and 6 deletions
21
LayerView.py
21
LayerView.py
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@ -3,7 +3,6 @@ from UM.View.Renderer import Renderer
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Resources import Resources
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## View used to display g-code paths.
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## View used to display g-code paths.
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class LayerView(View):
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class LayerView(View):
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def __init__(self):
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def __init__(self):
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@ -16,7 +15,6 @@ class LayerView(View):
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scene = self.getController().getScene()
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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renderer = self.getRenderer()
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renderer.setRenderSelection(False)
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renderer.setRenderSelection(False)
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self._num_layers = 0
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if not self._material:
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if not self._material:
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self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'vertexcolor.frag'))
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self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'vertexcolor.frag'))
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@ -27,13 +25,24 @@ class LayerView(View):
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if node.getMeshData() and node.isVisible():
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if node.getMeshData() and node.isVisible():
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try:
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try:
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layer_data = node.getMeshData().layerData
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layer_data = node.getMeshData().layerData
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if self._num_layers < len(layer_data.getLayers()):
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self._num_layers = len(layer_data.getLayers())
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except AttributeError:
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except AttributeError:
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continue
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continue
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines)
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if self._layer_percentage < 100:
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start = 0
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end_layer = round(len(layer_data.getLayers()) * (self._layer_percentage / 100))
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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end += sum(counts) * 2
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if layer >= end_layer:
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break
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
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else:
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines)
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def setLayer(self, value):
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def setLayer(self, value):
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self._layer_percentage = value
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self._layer_percentage = value
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