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Change shadows on buildplate for one-at-a-time printing
Inner: adhesion area Outer: full head In my opinion this allows the user to more easily see whether this object can be printed after another object.
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254dde5b05
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558ed4b1e8
2 changed files with 14 additions and 3 deletions
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@ -43,6 +43,7 @@ class ConvexHullNode(SceneNode):
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# The node this mesh is "watching"
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self._node = node
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# Area of the head + fans for display as a shadow on the buildplate
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self._convex_hull_head_mesh = None
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self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged)
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@ -76,14 +77,17 @@ class ConvexHullNode(SceneNode):
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if self.getParent():
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if self.getMeshData() and isinstance(self._node, SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getMultiBuildPlateModel().activeBuildPlate:
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# The object itself (+ adhesion in one-at-a-time mode)
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renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
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if self._convex_hull_head_mesh:
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# The full head. Rendered as a hint to the user: If this area overlaps another object A; this object
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# cannot be printed after A, because the head would hit A while printing the current object
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renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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return True
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def _onNodeDecoratorsChanged(self, node: SceneNode) -> None:
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convex_hull_head = self._node.callDecoration("getConvexHullHead")
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convex_hull_head = self._node.callDecoration("getConvexHullHeadFull")
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if convex_hull_head:
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convex_hull_head_builder = MeshBuilder()
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convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness)
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