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Implemented feature described by #30
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4 changed files with 128 additions and 21 deletions
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@ -5,6 +5,9 @@ from UM.View.View import View
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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.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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## View used to display g-code paths.
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class LayerView(View):
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@ -13,11 +16,27 @@ class LayerView(View):
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self._material = None
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
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self._current_layer_num = 0
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
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self._max_layers = 10
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def getCurrentLayer(self):
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return self._current_layer_num
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def _onSceneChanged(self, node):
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self.calculateMaxLayers()
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def getMaxLayers(self):
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return self._max_layers
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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renderer.setRenderSelection(False)
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## Recalculate num max layers
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#self.calculateMaxLayers()
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if not self._material:
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self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "vertexcolor.frag"))
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@ -31,26 +50,65 @@ class LayerView(View):
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except AttributeError:
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continue
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if self._layer_percentage < 100:
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start = 0
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end_layer = round(len(layer_data.getLayers()) * (self._layer_percentage / 100))
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end = 0
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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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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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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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if layer >= end_layer:
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break
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if layer >= self._current_layer_num:
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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)
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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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def setLayer(self, value):
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self._layer_percentage = value
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if self._current_layer_num != value:
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self._current_layer_num = value
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if self._current_layer_num < 0:
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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.currentLayerNumChanged.emit()
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currentLayerNumChanged = Signal()
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def calculateMaxLayers(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if renderer and self._material:
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renderer.setRenderSelection(False)
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self._old_max_layers = self._max_layers
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## Recalculate num max layers
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self._max_layers = 0
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for node in DepthFirstIterator(scene.getRoot()):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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try:
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layer_data = node.getMeshData().layerData
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except AttributeError:
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continue
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if self._max_layers < len(layer_data.getLayers()):
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self._max_layers = len(layer_data.getLayers())
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if self._max_layers != self._old_max_layers:
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self.maxLayersChanged.emit()
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maxLayersChanged = Signal()
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## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
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# as this caused some issues.
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def getProxy(self, engine, script_engine):
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return self._proxy
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def endRendering(self):
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pass
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def event(self, event):
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if event.type == Event.KeyPressEvent:
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if event.key == KeyEvent.UpKey:
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self.setLayer(self._current_layer_num + 1)
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if event.key == KeyEvent.DownKey:
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self.setLayer(self._current_layer_num - 1)
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