Rename DepthPass to PickingPass

The map created by the shader is not strictly a depth map; not only is the "depth" encoded in the rgb channels, but it is also a distance to the camera instead of a "scene depth".
This commit is contained in:
fieldOfView 2018-03-13 20:40:41 +01:00
parent d88724aff5
commit a536da503b
2 changed files with 8 additions and 8 deletions

View file

@ -15,9 +15,9 @@ from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
# The texture is used to map a 2d location (eg the mouse location) to a world space position # The texture is used to map a 2d location (eg the mouse location) to a world space position
# #
# Note that in order to increase precision, the 24 bit depth value is encoded into all three of the R,G & B channels # Note that in order to increase precision, the 24 bit depth value is encoded into all three of the R,G & B channels
class DepthPass(RenderPass): class PickingPass(RenderPass):
def __init__(self, width: int, height: int): def __init__(self, width: int, height: int):
super().__init__("depth", width, height) super().__init__("picking", width, height)
self._renderer = Application.getInstance().getRenderer() self._renderer = Application.getInstance().getRenderer()

View file

@ -13,7 +13,7 @@ from cura.Scene.SliceableObjectDecorator import SliceableObjectDecorator
from cura.Scene.BuildPlateDecorator import BuildPlateDecorator from cura.Scene.BuildPlateDecorator import BuildPlateDecorator
from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
from cura.Settings.SettingOverrideDecorator import SettingOverrideDecorator from cura.Settings.SettingOverrideDecorator import SettingOverrideDecorator
from cura.DepthPass import DepthPass from cura.PickingPass import PickingPass
import os import os
import os.path import os.path
@ -30,13 +30,13 @@ class SupportEraser(Tool):
if event.type == Event.MousePressEvent and self._controller.getToolsEnabled(): if event.type == Event.MousePressEvent and self._controller.getToolsEnabled():
active_camera = self._controller.getScene().getActiveCamera() active_camera = self._controller.getScene().getActiveCamera()
# Create depth pass for picking # Create a pass for picking a world-space location from the mouse location
depth_pass = DepthPass(active_camera.getViewportWidth(), active_camera.getViewportHeight()) picking_pass = PickingPass(active_camera.getViewportWidth(), active_camera.getViewportHeight())
depth_pass.render() picking_pass.render()
picked_position = depth_pass.getPickedPosition(event.x, event.y) picked_position = picking_pass.getPickedPosition(event.x, event.y)
# Add the anto_overhang_mesh cube: # Add the anti_overhang_mesh cube at the picked location
self._createEraserMesh(picked_position) self._createEraserMesh(picked_position)
def _createEraserMesh(self, position: Vector): def _createEraserMesh(self, position: Vector):