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Added line thickness to layer view
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c12e6da3ac
commit
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5 changed files with 24 additions and 15 deletions
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@ -146,12 +146,12 @@ class ProcessSlicedLayersJob(Job):
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layer_mesh = layer_data.build()
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# Hack for adding line widths and heights: misuse u, v coordinates.
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uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
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uvs[:, 0] = 0.175
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uvs[:, 1] = 0.125
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#uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
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#uvs[:, 0] = 0.175
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#uvs[:, 1] = 0.125
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from UM.Math import NumPyUtil
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layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
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#from UM.Math import NumPyUtil
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#layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
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# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
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# mesh._uvs[:, 0] = 1.0 # width
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# mesh._uvs[:, 1] = 0.1 # height
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@ -24,7 +24,9 @@ vertex =
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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vec4 v1_vertex = a_vertex;
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v1_vertex.y -= a_uvs.y / 2; // half layer down
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vec4 world_space_vert = u_modelMatrix * v1_vertex;
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// gl_Position = u_viewProjectionMatrix * world_space_vert;
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gl_Position = world_space_vert;
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// gl_Position = u_modelViewProjectionMatrix * a_vertex;
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@ -75,8 +77,8 @@ geometry =
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vec3 g_vertex_normal_horz_head;
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vec4 g_vertex_offset_horz_head;
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float size_x = v_uvs[0].x;
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float size_y = v_uvs[0].y;
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float size_x = v_uvs[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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float size_y = v_uvs[0].y / 2 + 0.01;
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//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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