Merge branch 'master' into python_type_hinting

This commit is contained in:
Simon Edwards 2016-11-22 11:15:04 +01:00
commit 98a6568313
416 changed files with 160213 additions and 173190 deletions

View file

@ -12,12 +12,13 @@ from UM.Settings.Validator import ValidatorState
from UM.View.GL.OpenGL import OpenGL
import cura.Settings
import cura.Settings.ExtrudersModel
from cura.Settings.ExtruderManager import ExtruderManager
from cura.Settings.ExtrudersModel import ExtrudersModel
import math
## Standard view for mesh models.
class SolidView(View):
def __init__(self):
super().__init__()
@ -27,7 +28,7 @@ class SolidView(View):
self._enabled_shader = None
self._disabled_shader = None
self._extruders_model = cura.Settings.ExtrudersModel.ExtrudersModel()
self._extruders_model = ExtrudersModel()
def beginRendering(self):
scene = self.getController().getScene()
@ -46,22 +47,34 @@ class SolidView(View):
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
if Preferences.getInstance().getValue("view/show_overhang"):
angle = global_container_stack.getProperty("support_angle", "value")
if angle is not None and global_container_stack.getProperty("support_angle", "validationState") == ValidatorState.Valid:
angle = support_angle_stack.getProperty("support_angle", "value")
# Make sure the overhang angle is valid before passing it to the shader
# Note: if the overhang angle is set to its default value, it does not need to get validated (validationState = None)
if angle is not None and global_container_stack.getProperty("support_angle", "validationState") in [None, ValidatorState.Valid]:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang.
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
multi_extrusion = global_container_stack.getProperty("machine_extruder_count", "value") > 1
for node in DepthFirstIterator(scene.getRoot()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
uniforms = {}
shade_factor = 1.0
if not multi_extrusion:
if global_container_stack:
material = global_container_stack.findContainer({ "type": "material" })
@ -76,13 +89,17 @@ class SolidView(View):
extruder_index = max(0, self._extruders_model.find("id", extruder_id))
material_color = self._extruders_model.getItem(extruder_index)["color"]
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])
uniforms["diffuse_color"] = [
int(material_color[1:3], 16) / 255,
int(material_color[3:5], 16) / 255,
int(material_color[5:7], 16) / 255,
shade_factor * int(material_color[1:3], 16) / 255,
shade_factor * int(material_color[3:5], 16) / 255,
shade_factor * int(material_color[5:7], 16) / 255,
1.0
]
except ValueError: