Added line thickness to layer view

This commit is contained in:
Jack Ha 2016-12-28 11:30:59 +01:00
parent c12e6da3ac
commit 9904dad07b
5 changed files with 24 additions and 15 deletions

View file

@ -49,12 +49,13 @@ class Layer:
return result
def build(self, vertex_offset, index_offset, vertices, colors, indices):
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices):
result_vertex_offset = vertex_offset
result_index_offset = index_offset
self._element_count = 0
thickness = self._thickness / 1000 # micrometer to millimeter
for polygon in self._polygons:
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, indices)
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices, thickness)
#polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))]
#normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()]
result_vertex_offset += polygon.lineMeshVertexCount()

View file

@ -57,19 +57,20 @@ class LayerDataBuilder(MeshBuilder):
vertices = numpy.empty((vertex_count, 3), numpy.float32)
# normals = numpy.empty((vertex_count, 3), numpy.float32)
# line_widths = numpy.empty((vertex_count, 3), numpy.float32) # strictly taken you need 1 less
line_dimensions = numpy.empty((vertex_count, 2), numpy.float32)
colors = numpy.empty((vertex_count, 4), numpy.float32)
indices = numpy.empty((index_count, 2), numpy.int32)
vertex_offset = 0
index_offset = 0
for layer, data in self._layers.items():
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices)
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, indices)
self._element_counts[layer] = data.elementCount
self.addVertices(vertices)
self.addColors(colors)
self.addIndices(indices.flatten())
self._uvs = line_dimensions
#self._normals = normals
return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),

View file

@ -64,8 +64,9 @@ class LayerPolygon:
self._vertex_begin = 0
self._vertex_end = numpy.sum( self._build_cache_needed_points )
def build(self, vertex_offset, index_offset, vertices, colors, indices):
## build
# line_thicknesses: array with type as index and thickness as value
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices, thickness):
if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ):
self.buildCache()
@ -87,6 +88,10 @@ class LayerPolygon:
colors[self._vertex_begin:self._vertex_end, :] = numpy.tile(self._colors, (1, 2)).reshape((-1, 4))[needed_points_list.ravel()]
colors[self._vertex_begin:self._vertex_end, :] *= numpy.array([[0.5, 0.5, 0.5, 1.0]], numpy.float32)
# Create an array with line widths for each vertex.
line_dimensions[self._vertex_begin:self._vertex_end, :] = numpy.tile(self._line_widths, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()]
line_dimensions[self._vertex_begin:self._vertex_end, 1] = thickness
# The relative values of begin and end indices have already been set in buildCache, so we only need to offset them to the parents offset.
self._index_begin += index_offset
self._index_end += index_offset

View file

@ -146,12 +146,12 @@ class ProcessSlicedLayersJob(Job):
# We are done processing all the layers we got from the engine, now create a mesh out of the data
layer_mesh = layer_data.build()
# Hack for adding line widths and heights: misuse u, v coordinates.
uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
uvs[:, 0] = 0.175
uvs[:, 1] = 0.125
#uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
#uvs[:, 0] = 0.175
#uvs[:, 1] = 0.125
from UM.Math import NumPyUtil
layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
#from UM.Math import NumPyUtil
#layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
# mesh._uvs[:, 0] = 1.0 # width
# mesh._uvs[:, 1] = 0.1 # height

View file

@ -24,7 +24,9 @@ vertex =
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
vec4 v1_vertex = a_vertex;
v1_vertex.y -= a_uvs.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex;
// gl_Position = u_viewProjectionMatrix * world_space_vert;
gl_Position = world_space_vert;
// gl_Position = u_modelViewProjectionMatrix * a_vertex;
@ -75,8 +77,8 @@ geometry =
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
float size_x = v_uvs[0].x;
float size_y = v_uvs[0].y;
float size_x = v_uvs[0].x / 2 + 0.01; // radius, and make it nicely overlapping
float size_y = v_uvs[0].y / 2 + 0.01;
//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;