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Render a transparent ghost of the selection when things are selected.
Fixes Asana issue about layer view
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parent
33c69b32f8
commit
81b41b8889
1 changed files with 10 additions and 2 deletions
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@ -5,6 +5,8 @@ from UM.View.View import View
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from UM.View.Renderer import Renderer
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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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from UM.Scene.Selection import Selection
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from UM.Math.Color import Color
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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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@ -23,9 +25,15 @@ class LayerView(View):
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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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self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
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self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
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self._selection_material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "color.frag"))
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self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
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for node in DepthFirstIterator(scene.getRoot()):
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for node in DepthFirstIterator(scene.getRoot()):
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if not node.render(renderer):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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if node.getMeshData() and node.isVisible():
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if Selection.isSelected(node):
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renderer.queueNode(node, material = self._selection_material, transparent = True)
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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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except AttributeError:
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except AttributeError:
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@ -45,9 +53,9 @@ class LayerView(View):
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if layer >= end_layer:
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if layer >= end_layer:
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break
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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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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end, overlay = True)
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else:
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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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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, overlay = True)
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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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