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Code review: change name to 'vertex_distance_ratio'.
To be better in line with the other variables. Done as part of CURA-11521 Co-authored-by: Saumya Jain <70144862+saumyaj3@users.noreply.github.com>
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1 changed files with 3 additions and 3 deletions
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@ -146,7 +146,7 @@ class SimulationPass(RenderPass):
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end = 0
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end = 0
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vertex_before_head = not_a_vector
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vertex_before_head = not_a_vector
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vertex_after_head = not_a_vector
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vertex_after_head = not_a_vector
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last_to_next_ratio = 0.0
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vertex_distance_ratio = 0.0
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towards_next_vertex = 0
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towards_next_vertex = 0
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element_counts = layer_data.getElementCounts()
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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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for layer in sorted(element_counts.keys()):
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@ -165,7 +165,7 @@ class SimulationPass(RenderPass):
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pos_a = Vector(polygon.data[index][0], polygon.data[index][1],
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pos_a = Vector(polygon.data[index][0], polygon.data[index][1],
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polygon.data[index][2])
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polygon.data[index][2])
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vertex_before_head = pos_a
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vertex_before_head = pos_a
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last_to_next_ratio = ratio
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vertex_distance_ratio = ratio
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if ratio <= 0.0001 or index + 1 == len(polygon.data):
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if ratio <= 0.0001 or index + 1 == len(polygon.data):
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# in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon
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# in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon
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head_position = pos_a + node.getWorldPosition()
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head_position = pos_a + node.getWorldPosition()
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@ -221,7 +221,7 @@ class SimulationPass(RenderPass):
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if vertex_after_head != not_a_vector and vertex_after_head != not_a_vector:
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if vertex_after_head != not_a_vector and vertex_after_head != not_a_vector:
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self._layer_shader.setUniformValue("u_last_vertex", vertex_before_head)
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self._layer_shader.setUniformValue("u_last_vertex", vertex_before_head)
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self._layer_shader.setUniformValue("u_next_vertex", vertex_after_head)
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self._layer_shader.setUniformValue("u_next_vertex", vertex_after_head)
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self._layer_shader.setUniformValue("u_last_line_ratio", last_to_next_ratio)
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self._layer_shader.setUniformValue("u_last_line_ratio", vertex_distance_ratio)
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last_line_start = current_layer_end
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last_line_start = current_layer_end
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last_line_end = current_layer_end + towards_next_vertex
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last_line_end = current_layer_end + towards_next_vertex
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last_line_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode=RenderBatch.RenderMode.Lines, range = (last_line_start, last_line_end))
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last_line_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode=RenderBatch.RenderMode.Lines, range = (last_line_start, last_line_end))
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