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More documentation
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1 changed files with 3 additions and 3 deletions
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@ -3,12 +3,13 @@ from UM.View.Renderer import Renderer
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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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.Resources import Resources
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## View used to display g-code paths.
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class LayerView(View):
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class LayerView(View):
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def __init__(self):
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def __init__(self):
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super().__init__()
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super().__init__()
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self._material = None
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self._material = None
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self._num_layers =
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self._num_layers =
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self._layer_percentage = 0 #what percentage of layers need to be shown (SLider gives value between 0 - 100)
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self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
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def beginRendering(self):
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def beginRendering(self):
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scene = self.getController().getScene()
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scene = self.getController().getScene()
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@ -18,7 +19,6 @@ class LayerView(View):
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if not self._material:
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if not self._material:
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self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'vertexcolor.frag'))
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self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'vertexcolor.frag'))
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self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
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self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
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for node in DepthFirstIterator(scene.getRoot()):
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for node in DepthFirstIterator(scene.getRoot()):
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@ -26,7 +26,7 @@ class LayerView(View):
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if node.getMeshData() and node.isVisible():
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if node.getMeshData() and node.isVisible():
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try:
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try:
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layer_data = node.getMeshData().layerData
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layer_data = node.getMeshData().layerData
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if self._num_layers < len(layer_data.getLayers()):
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if self._num_layers < len(layer_data.getLayers()):
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self._num_layers = len(layer_data.getLayers())
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self._num_layers = len(layer_data.getLayers())
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except AttributeError:
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except AttributeError:
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