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
This commit is contained in:
Jack Ha 2016-07-25 16:45:38 +02:00
parent 2d34e2b28e
commit d77f6e86e4
4 changed files with 121 additions and 46 deletions

View file

@ -4,16 +4,16 @@
from UM.Scene.SceneNode import SceneNode
from UM.Resources import Resources
from UM.Math.Color import Color
from UM.Math.Vector import Vector
from UM.Mesh.MeshBuilder import MeshBuilder # To create a mesh to display the convex hull with.
from UM.View.GL.OpenGL import OpenGL
class ConvexHullNode(SceneNode):
## Convex hull node is a special type of scene node that is used to display a 2D area, to indicate the
## Convex hull node is a special type of scene node that is used to display an area, to indicate the
# location an object uses on the buildplate. This area (or area's in case of one at a time printing) is
# then displayed as a transparent shadow.
def __init__(self, node, hull, parent = None):
# then displayed as a transparent shadow. If the adhesion type is set to raft, the area is extruded
# to represent the raft as well.
def __init__(self, node, hull, thickness, parent = None):
super().__init__(parent)
self.setCalculateBoundingBox(False)
@ -23,7 +23,7 @@ class ConvexHullNode(SceneNode):
self._original_parent = parent
# Color of the drawn convex hull
self._color = Color(35, 35, 35, 128)
self._color = Color(35, 35, 35, 192)
# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
self._mesh_height = 0.1
@ -34,11 +34,17 @@ class ConvexHullNode(SceneNode):
self._onNodeDecoratorsChanged(self._node)
self._convex_hull_head_mesh = None
self._hull = hull
self._hull = hull
self._thickness = thickness
if self._hull:
hull_mesh = self.createHullMesh(self._hull.getPoints())
if hull_mesh:
hull_mesh_builder = MeshBuilder()
if hull_mesh_builder.addConvexPolygonExtrusion(
self._hull.getPoints()[::-1], # bottom layer is reversed
self._mesh_height-thickness, self._mesh_height, color=self._color):
hull_mesh = hull_mesh_builder.build()
self.setMeshData(hull_mesh)
convex_hull_head = self._node.callDecoration("getConvexHullHead")
if convex_hull_head:
@ -47,31 +53,17 @@ class ConvexHullNode(SceneNode):
def getHull(self):
return self._hull
## Actually create the mesh from the hullpoints
# /param hull_points list of xy values
# /return meshData
def createHullMesh(self, hull_points):
# Input checking.
if len(hull_points) < 3:
return None
mesh_builder = MeshBuilder()
point_first = Vector(hull_points[0][0], self._mesh_height, hull_points[0][1])
point_previous = Vector(hull_points[1][0], self._mesh_height, hull_points[1][1])
for point in hull_points[2:]: # Add the faces in the order of a triangle fan.
point_new = Vector(point[0], self._mesh_height, point[1])
mesh_builder.addFace(point_first, point_previous, point_new, color = self._color)
point_previous = point_new # Prepare point_previous for the next triangle.
return mesh_builder.build()
def getThickness(self):
return self._thickness
def getWatchedNode(self):
return self._node
def render(self, renderer):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
self._shader.setUniformValue("u_color", self._color)
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
self._shader.setUniformValue("u_diffuseColor", self._color)
self._shader.setUniformValue("u_opacity", 0.6)
if self.getParent():
if self.getMeshData():
@ -85,4 +77,5 @@ class ConvexHullNode(SceneNode):
self._color = Color(35, 35, 35, 0.5)
if not node:
return
return