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https://github.com/Ultimaker/Cura.git
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parent
06b5e9d0ca
commit
995b76fad9
1 changed files with 38 additions and 12 deletions
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@ -7,12 +7,13 @@ from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Event import Event, KeyEvent
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from UM.Signal import Signal
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from . import LayerViewProxy
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from UM.Scene.Selection import Selection
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from UM.Math.Color import Color
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from UM.Mesh.MeshData import MeshData
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from cura.ConvexHullNode import ConvexHullNode
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from . import LayerViewProxy
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## View used to display g-code paths.
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class LayerView(View):
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@ -25,6 +26,9 @@ class LayerView(View):
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self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
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self._max_layers = 10
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self._current_layer_num = 10
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self._current_layer_mesh = None
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self._solid_layers = 5
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def getCurrentLayer(self):
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return self._current_layer_num
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@ -63,19 +67,39 @@ class LayerView(View):
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except AttributeError:
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continue
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start = 0
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end = 0
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._current_layer_num - self._solid_layers > -1:
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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if layer + self._solid_layers > self._current_layer_num:
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break
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end += counts
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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end += sum(counts)
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## Hack to ensure the end is correct. Not quite sure what causes this
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end += 2 * len(counts)
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
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if layer >= self._current_layer_num:
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break
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# We currently recreate the current "solid" layers every time a
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if not self._current_layer_mesh:
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self._current_layer_mesh = MeshData()
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for i in range(self._solid_layers):
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layer = self._current_layer_num - i
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if layer < 0:
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continue
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
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layer_mesh = layer_data.getLayer(layer).createMesh()
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if not layer_mesh or layer_mesh.getVertices() is None:
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continue
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self._current_layer_mesh.addVertices(layer_mesh.getVertices())
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# Scale layer color by a brightness factor based on the current layer number
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# This will result in a range of 0.5 - 1.0 to multiply colors by.
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brightness = (2.0 - (i / self._solid_layers)) / 2.0
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self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
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renderer.queueNode(node, mesh = self._current_layer_mesh, material = self._material)
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def setLayer(self, value):
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if self._current_layer_num != value:
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@ -84,6 +108,8 @@ class LayerView(View):
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self._current_layer_num = 0
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if self._current_layer_num > self._max_layers:
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self._current_layer_num = self._max_layers
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self._current_layer_mesh = None
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self.currentLayerNumChanged.emit()
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currentLayerNumChanged = Signal()
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@ -104,7 +130,7 @@ class LayerView(View):
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except AttributeError:
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continue
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if new_max_layers < len(layer_data.getLayers()):
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new_max_layers = len(layer_data.getLayers())
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new_max_layers = len(layer_data.getLayers()) - 1
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if new_max_layers > 0 and new_max_layers != self._old_max_layers:
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self._max_layers = new_max_layers
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