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
#
# 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):
super().__init__("depth", width, height)
super().__init__("picking", width, height)
self._renderer = Application.getInstance().getRenderer()

View file

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