Implemented feature described by #30

This commit is contained in:
Jaime van Kessel 2015-06-05 17:40:57 +02:00
parent 33c69b32f8
commit a2c099a7d8
4 changed files with 128 additions and 21 deletions

View file

@ -5,6 +5,9 @@ from UM.View.View import View
from UM.View.Renderer import Renderer
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Event import Event, KeyEvent
from UM.Signal import Signal
from . import LayerViewProxy
## View used to display g-code paths.
class LayerView(View):
@ -13,11 +16,27 @@ class LayerView(View):
self._material = None
self._num_layers = 0
self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
self._current_layer_num = 0
self._proxy = LayerViewProxy.LayerViewProxy()
self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
self._max_layers = 10
def getCurrentLayer(self):
return self._current_layer_num
def _onSceneChanged(self, node):
self.calculateMaxLayers()
def getMaxLayers(self):
return self._max_layers
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
renderer.setRenderSelection(False)
## Recalculate num max layers
#self.calculateMaxLayers()
if not self._material:
self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "vertexcolor.frag"))
@ -31,26 +50,65 @@ class LayerView(View):
except AttributeError:
continue
if self._layer_percentage < 100:
start = 0
end_layer = round(len(layer_data.getLayers()) * (self._layer_percentage / 100))
end = 0
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
end += sum(counts)
## Hack to ensure the end is correct. Not quite sure what causes this
end += 2 * len(counts)
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
end += sum(counts)
## Hack to ensure the end is correct. Not quite sure what causes this
end += 2 * len(counts)
if layer >= end_layer:
break
if layer >= self._current_layer_num:
break
renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
else:
renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines)
def setLayer(self, value):
self._layer_percentage = value
if self._current_layer_num != value:
self._current_layer_num = value
if self._current_layer_num < 0:
self._current_layer_num = 0
if self._current_layer_num > self._max_layers:
self._current_layer_num = self._max_layers
self.currentLayerNumChanged.emit()
currentLayerNumChanged = Signal()
def calculateMaxLayers(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if renderer and self._material:
renderer.setRenderSelection(False)
self._old_max_layers = self._max_layers
## Recalculate num max layers
self._max_layers = 0
for node in DepthFirstIterator(scene.getRoot()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
try:
layer_data = node.getMeshData().layerData
except AttributeError:
continue
if self._max_layers < len(layer_data.getLayers()):
self._max_layers = len(layer_data.getLayers())
if self._max_layers != self._old_max_layers:
self.maxLayersChanged.emit()
maxLayersChanged = Signal()
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
# as this caused some issues.
def getProxy(self, engine, script_engine):
return self._proxy
def endRendering(self):
pass
def event(self, event):
if event.type == Event.KeyPressEvent:
if event.key == KeyEvent.UpKey:
self.setLayer(self._current_layer_num + 1)
if event.key == KeyEvent.DownKey:
self.setLayer(self._current_layer_num - 1)