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Proof of concept for simulation
Co-authored-by: Casper Lamboo <c.lamboo@ultimaker.com> CURA-7647
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5 changed files with 128 additions and 104 deletions
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@ -35,7 +35,7 @@ class SimulationPass(RenderPass):
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self._nozzle_shader = None
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self._disabled_shader = None
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self._old_current_layer = 0
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self._old_current_path = 0
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self._old_current_path: float = 0.0
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self._switching_layers = True # Tracking whether the user is moving across layers (True) or across paths (False). If false, lower layers render as shadowy.
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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@ -139,7 +139,7 @@ class SimulationPass(RenderPass):
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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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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@ -147,7 +147,7 @@ class SimulationPass(RenderPass):
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# In the current layer, we show just the indicated paths
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if layer == self._layer_view._current_layer_num:
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# We look for the position of the head, searching the point of the current path
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index = self._layer_view._current_path_num
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index = int(self._layer_view.getCurrentPath())
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offset = 0
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for polygon in layer_data.getLayer(layer).polygons:
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# The size indicates all values in the two-dimension array, and the second dimension is
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@ -157,23 +157,33 @@ class SimulationPass(RenderPass):
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offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
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continue
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# The head position is calculated and translated
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head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
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ratio = self._layer_view.getCurrentPath() - index
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pos_a = Vector(polygon.data[index + offset][0], polygon.data[index + offset][1],
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polygon.data[index + offset][2])
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if ratio > 0.0001:
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pos_b = Vector(polygon.data[index + offset + 1][0],
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polygon.data[index + offset + 1][1],
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polygon.data[index + offset + 1][2])
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vec = pos_a * (1.0 - ratio) + pos_b * ratio
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head_position = vec + node.getWorldPosition()
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else:
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head_position = pos_a + node.getWorldPosition()
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break
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break
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if self._layer_view._minimum_layer_num > layer:
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if self._layer_view.getMinimumLayer() > layer:
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start += element_counts[layer]
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end += element_counts[layer]
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# Calculate the range of paths in the last layer
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current_layer_start = end
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current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
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current_layer_end = end + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# All the layers but the current selected layer are rendered first
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if self._old_current_path != self._layer_view._current_path_num:
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if self._old_current_path != self._layer_view.getCurrentPath():
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self._current_shader = self._layer_shadow_shader
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self._switching_layers = False
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if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
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if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view.getCurrentLayer():
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self._current_shader = self._layer_shader
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self._switching_layers = True
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@ -193,8 +203,8 @@ class SimulationPass(RenderPass):
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current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
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current_layer_batch.render(self._scene.getActiveCamera())
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self._old_current_layer = self._layer_view._current_layer_num
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self._old_current_path = self._layer_view._current_path_num
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self._old_current_layer = self._layer_view.getCurrentLayer()
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self._old_current_path = self._layer_view.getCurrentPath()
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
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@ -230,4 +240,4 @@ class SimulationPass(RenderPass):
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if changed_object.callDecoration("getLayerData"): # Any layer data has changed.
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self._switching_layers = True
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self._old_current_layer = 0
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self._old_current_path = 0
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self._old_current_path = 0.0
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