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Add SolidView plugin, which is what used to be Uranium's MeshView
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plugins/SolidView/SolidView.py
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plugins/SolidView/SolidView.py
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# Copyright (c) 2015 Ultimaker B.V.
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# Uranium is released under the terms of the AGPLv3 or higher.
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from UM.View.View import View
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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.Application import Application
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from UM.Math.Color import Color
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from UM.Preferences import Preferences
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from UM.View.Renderer import Renderer
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from UM.View.GL.OpenGL import OpenGL
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import math
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## Standard view for mesh models.
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class SolidView(View):
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#EnabledColor = Color(1.0, 0.79, 0.14, 1.0)
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#DisabledColor = Color(0.68, 0.68, 0.68, 1.0)
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def __init__(self):
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super().__init__()
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Preferences.getInstance().addPreference("view/show_overhang", True)
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#Preferences.getInstance().preferenceChanged.connect(self._onPreferenceChanged)
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self._enabled_shader = None
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self._disabled_shader = None
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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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if not self._enabled_shader:
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#if Preferences.getInstance().getValue("view/show_overhang"):
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#self._enabled_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "default.vert"), Resources.getPath(Resources.Shaders, "overhang.frag"))
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#else:
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#self._enabled_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "default.vert"), Resources.getPath(Resources.Shaders, "default.frag"))
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self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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#self._enabled_material.setUniformValue("u_ambientColor", Color(0.3, 0.3, 0.3, 1.0))
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#self._enabled_material.setUniformValue("u_diffuseColor", self.EnabledColor)
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#self._enabled_material.setUniformValue("u_specularColor", Color(0.4, 0.4, 0.4, 1.0))
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#self._enabled_material.setUniformValue("u_overhangColor", Color(1.0, 0.0, 0.0, 1.0))
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#self._enabled_material.setUniformValue("u_shininess", 20.)
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if not self._disabled_shader:
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0])
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#self._disabled_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "default.vert"), Resources.getPath(Resources.Shaders, "default.frag"))
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#self._disabled_material.setUniformValue("u_ambientColor", Color(0.3, 0.3, 0.3, 1.0))
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#self._disabled_material.setUniformValue("u_diffuseColor", self.DisabledColor)
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#self._disabled_material.setUniformValue("u_specularColor", Color(0.4, 0.4, 0.4, 1.0))
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#self._disabled_material.setUniformValue("u_overhangColor", Color(1.0, 0.0, 0.0, 1.0))
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#self._disabled_material.setUniformValue("u_shininess", 20.)
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if Application.getInstance().getMachineManager().getActiveProfile():
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profile = Application.getInstance().getMachineManager().getActiveProfile()
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if profile.getSettingValue("support_enable") or not Preferences.getInstance().getValue("view/show_overhang"):
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angle = profile.getSettingValue("support_angle")
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if angle != None:
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self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
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else:
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self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(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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# TODO: Find a better way to handle this
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#if node.getBoundingBoxMesh():
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# renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
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if hasattr(node, "_outside_buildarea"):
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if node._outside_buildarea:
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renderer.queueNode(node, shader = self._disabled_shader)
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else:
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renderer.queueNode(node, shader = self._enabled_shader)
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else:
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renderer.queueNode(node, material = self._enabled_shader)
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if node.callDecoration("isGroup"):
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renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
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def endRendering(self):
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pass
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#def _onPreferenceChanged(self, preference):
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#if preference == "view/show_overhang": ## Todo: This a printer only setting. Should be removed from Uranium.
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#self._enabled_material = None
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