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

@ -13,6 +13,7 @@ from UM.Math.Color import Color
from UM.Math.AxisAlignedBox import AxisAlignedBox
from UM.Math.Polygon import Polygon
from UM.Message import Message
from UM.Signal import Signal
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
@ -49,6 +50,8 @@ def approximatedCircleVertices(r):
class BuildVolume(SceneNode):
VolumeOutlineColor = Color(12, 169, 227, 255)
raftThicknessChanged = Signal()
def __init__(self, parent = None):
super().__init__(parent)
@ -69,7 +72,6 @@ class BuildVolume(SceneNode):
self._raft_thickness = 0.0
self._adhesion_type = None
self._raft_mesh = None
self._platform = Platform(self)
self._active_container_stack = None
@ -103,8 +105,6 @@ class BuildVolume(SceneNode):
renderer.queueNode(self, mesh = self._grid_mesh, shader = self._grid_shader, backface_cull = True)
if self._disallowed_area_mesh:
renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9)
if self._raft_mesh and self._adhesion_type == "raft":
renderer.queueNode(self, mesh=self._raft_mesh, transparent=True, backface_cull=True, sort=-9)
return True
@ -153,17 +153,6 @@ class BuildVolume(SceneNode):
mb.setVertexUVCoordinates(n, v[0], v[2])
self._grid_mesh = mb.build()
# Build raft mesh: a plane on the height of the raft.
mb = MeshBuilder()
mb.addQuad(
Vector(min_w, self._raft_thickness, min_d),
Vector(max_w, self._raft_thickness, min_d),
Vector(max_w, self._raft_thickness, max_d),
Vector(min_w, self._raft_thickness, max_d),
color=Color(128, 128, 128, 64)
)
self._raft_mesh = mb.build()
disallowed_area_height = 0.1
disallowed_area_size = 0
if self._disallowed_areas:
@ -221,6 +210,9 @@ class BuildVolume(SceneNode):
" \"Print Sequence\" setting to prevent the gantry from colliding"
" with printed objects."), lifetime=10).show()
def getRaftThickness(self):
return self._raft_thickness
def _updateRaftThickness(self):
old_raft_thickness = self._raft_thickness
self._adhesion_type = self._active_container_stack.getProperty("adhesion_type", "value")
@ -232,9 +224,11 @@ class BuildVolume(SceneNode):
self._active_container_stack.getProperty("raft_surface_layers", "value") *
self._active_container_stack.getProperty("raft_surface_thickness", "value") +
self._active_container_stack.getProperty("raft_airgap", "value"))
# Rounding errors do not matter, we check if raft_thickness has changed at all
if old_raft_thickness != self._raft_thickness:
self.setPosition(Vector(0, -self._raft_thickness, 0), SceneNode.TransformSpace.World)
self.raftThicknessChanged.emit()
def _onGlobalContainerStackChanged(self):
if self._active_container_stack:

View file

@ -15,6 +15,11 @@ class ConvexHullDecorator(SceneNodeDecorator):
self._convex_hull_node = None
self._init2DConvexHullCache()
self._raft_thickness = 0.0
# For raft thickness, DRY
self._build_volume = Application.getInstance().getBuildVolume()
self._build_volume.raftThicknessChanged.connect(self._onChanged)
self._global_stack = None
Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
Application.getInstance().getController().toolOperationStarted.connect(self._onChanged)
@ -93,14 +98,17 @@ class ConvexHullDecorator(SceneNodeDecorator):
convex_hull = self.getConvexHull()
if self._convex_hull_node:
if self._convex_hull_node.getHull() == convex_hull:
# Check if convex hull has changed
if (self._convex_hull_node.getHull() == convex_hull and
self._convex_hull_node.getThickness() == self._raft_thickness):
return
self._convex_hull_node.setParent(None)
hull_node = ConvexHullNode.ConvexHullNode(self._node, convex_hull, root)
hull_node = ConvexHullNode.ConvexHullNode(self._node, convex_hull, self._raft_thickness, root)
self._convex_hull_node = hull_node
def _onSettingValueChanged(self, key, property_name):
if key == "print_sequence" and property_name == "value":
if key in self._affected_settings and property_name == "value":
self._onChanged()
def _init2DConvexHullCache(self):
@ -157,7 +165,8 @@ class ConvexHullDecorator(SceneNodeDecorator):
vertex_data = mesh.getConvexHullTransformedVertices(world_transform)
# Don't use data below 0.
# TODO; We need a better check for this as this gives poor results for meshes with long edges.
vertex_data = vertex_data[vertex_data[:,1] >= -0.01]
# Do not throw away vertices: the convex hull may be too small and objects can collide.
# vertex_data = vertex_data[vertex_data[:,1] >= -0.01]
if len(vertex_data) >= 4:
# Round the vertex data to 1/10th of a mm, then remove all duplicate vertices
@ -213,6 +222,7 @@ class ConvexHullDecorator(SceneNodeDecorator):
return convex_hull.getMinkowskiHull(Polygon(numpy.array([[-0.5, -0.5], [-0.5, 0.5], [0.5, 0.5], [0.5, -0.5]], numpy.float32)))
def _onChanged(self, *args):
self._raft_thickness = self._build_volume.getRaftThickness()
self.recomputeConvexHull()
def _onGlobalStackChanged(self):
@ -235,3 +245,7 @@ class ConvexHullDecorator(SceneNodeDecorator):
if root is node:
return True
return self.__isDescendant(root, node.getParent())
_affected_settings = [
"adhesion_type", "raft_base_thickness", "raft_interface_thickness", "raft_surface_layers",
"raft_surface_thickness", "raft_airgap", "print_sequence"]

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():
@ -86,3 +78,4 @@ class ConvexHullNode(SceneNode):
if not node:
return

View file

@ -0,0 +1,74 @@
[shaders]
vertex =
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec2 v_uvs;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_uvs = a_uvs;
}
fragment =
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform highp vec3 u_lightPosition;
uniform highp vec3 u_viewPosition;
uniform mediump float u_opacity;
uniform sampler2D u_texture;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec2 v_uvs;
void main()
{
// Copied from platform.shader, removed texture
mediump vec4 final_color = vec4(0.0);
/* Ambient Component */
final_color += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
final_color += (n_dot_l * u_diffuseColor);
final_color.a = u_opacity;
gl_FragColor = final_color;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor = [1.0, 1.0, 1.0, 1.0]
u_opacity = 0.5
u_texture = 0
[bindings]
u_viewProjectionMatrix = view_projection_matrix
u_modelMatrix = model_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
u_viewPosition = camera_position
[attributes]
a_vertex = vertex
a_normal = normal
a_uvs = uv0