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Added an extruded convex hull as a raft instead of a grey plane.
- New shader transparent_object.shader - Raft thickness is calculated in BuildVolume and used in ConvexHullDecorator, notified by a Signal. - Removed old grey plane from BuildVolume. - Vertex data below build plane is no longer discarded (caused convex hulls that are too small). - Uses new functions in MeshBuilder (update Uranium as well). CURA-1707
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4 changed files with 121 additions and 46 deletions
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@ -4,16 +4,16 @@
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from UM.Scene.SceneNode import SceneNode
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from UM.Resources import Resources
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from UM.Math.Color import Color
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from UM.Math.Vector import Vector
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from UM.Mesh.MeshBuilder import MeshBuilder # To create a mesh to display the convex hull with.
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from UM.View.GL.OpenGL import OpenGL
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class ConvexHullNode(SceneNode):
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## Convex hull node is a special type of scene node that is used to display a 2D area, to indicate the
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## Convex hull node is a special type of scene node that is used to display an area, to indicate the
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# location an object uses on the buildplate. This area (or area's in case of one at a time printing) is
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# then displayed as a transparent shadow.
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def __init__(self, node, hull, parent = None):
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# then displayed as a transparent shadow. If the adhesion type is set to raft, the area is extruded
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# to represent the raft as well.
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def __init__(self, node, hull, thickness, parent = None):
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super().__init__(parent)
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self.setCalculateBoundingBox(False)
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@ -23,7 +23,7 @@ class ConvexHullNode(SceneNode):
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self._original_parent = parent
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# Color of the drawn convex hull
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self._color = Color(35, 35, 35, 128)
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self._color = Color(35, 35, 35, 192)
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# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
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self._mesh_height = 0.1
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@ -34,11 +34,17 @@ class ConvexHullNode(SceneNode):
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self._onNodeDecoratorsChanged(self._node)
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self._convex_hull_head_mesh = None
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self._hull = hull
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self._hull = hull
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self._thickness = thickness
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if self._hull:
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hull_mesh = self.createHullMesh(self._hull.getPoints())
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if hull_mesh:
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hull_mesh_builder = MeshBuilder()
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if hull_mesh_builder.addConvexPolygonExtrusion(
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self._hull.getPoints()[::-1], # bottom layer is reversed
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self._mesh_height-thickness, self._mesh_height, color=self._color):
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hull_mesh = hull_mesh_builder.build()
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self.setMeshData(hull_mesh)
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convex_hull_head = self._node.callDecoration("getConvexHullHead")
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if convex_hull_head:
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@ -47,31 +53,17 @@ class ConvexHullNode(SceneNode):
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def getHull(self):
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return self._hull
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## Actually create the mesh from the hullpoints
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# /param hull_points list of xy values
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# /return meshData
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def createHullMesh(self, hull_points):
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# Input checking.
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if len(hull_points) < 3:
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return None
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mesh_builder = MeshBuilder()
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point_first = Vector(hull_points[0][0], self._mesh_height, hull_points[0][1])
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point_previous = Vector(hull_points[1][0], self._mesh_height, hull_points[1][1])
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for point in hull_points[2:]: # Add the faces in the order of a triangle fan.
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point_new = Vector(point[0], self._mesh_height, point[1])
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mesh_builder.addFace(point_first, point_previous, point_new, color = self._color)
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point_previous = point_new # Prepare point_previous for the next triangle.
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return mesh_builder.build()
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def getThickness(self):
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return self._thickness
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def getWatchedNode(self):
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return self._node
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def render(self, renderer):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._shader.setUniformValue("u_color", self._color)
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
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self._shader.setUniformValue("u_diffuseColor", self._color)
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self._shader.setUniformValue("u_opacity", 0.6)
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if self.getParent():
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if self.getMeshData():
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@ -85,4 +77,5 @@ class ConvexHullNode(SceneNode):
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self._color = Color(35, 35, 35, 0.5)
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if not node:
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return
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return
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