diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py index 2099f6c21d..efe80162b5 100644 --- a/plugins/SimulationView/SimulationPass.py +++ b/plugins/SimulationView/SimulationPass.py @@ -121,6 +121,7 @@ class SimulationPass(RenderPass): disabled_batch = RenderBatch(self._disabled_shader) head_position = None # Indicates the current position of the print head nozzle_node = None + not_a_vector = Vector(math.nan, math.nan, math.nan) for node in DepthFirstIterator(self._scene.getRoot()): @@ -143,6 +144,10 @@ class SimulationPass(RenderPass): if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())): start = 0 end = 0 + vertex_before_head = not_a_vector + vertex_after_head = not_a_vector + vertex_distance_ratio = 0.0 + towards_next_vertex = 0 element_counts = layer_data.getElementCounts() for layer in sorted(element_counts.keys()): # In the current layer, we show just the indicated paths @@ -159,6 +164,8 @@ class SimulationPass(RenderPass): ratio = self._layer_view.getCurrentPath() - math.floor(self._layer_view.getCurrentPath()) pos_a = Vector(polygon.data[index][0], polygon.data[index][1], polygon.data[index][2]) + vertex_before_head = pos_a + vertex_distance_ratio = ratio if ratio <= 0.0001 or index + 1 == len(polygon.data): # in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon head_position = pos_a + node.getWorldPosition() @@ -168,6 +175,8 @@ class SimulationPass(RenderPass): polygon.data[index + 1][2]) vec = pos_a * (1.0 - ratio) + pos_b * ratio head_position = vec + node.getWorldPosition() + vertex_after_head = pos_b + towards_next_vertex = 2 # Add two to the index to print the current and next vertices as an 'unfinished' line (to the nozzle). break break if self._layer_view.getMinimumLayer() > layer: @@ -187,6 +196,11 @@ class SimulationPass(RenderPass): self._current_shader = self._layer_shader self._switching_layers = True + # reset 'last vertex' + self._layer_shader.setUniformValue("u_last_vertex", not_a_vector) + self._layer_shader.setUniformValue("u_next_vertex", not_a_vector) + self._layer_shader.setUniformValue("u_last_line_ratio", 1.0) + # The first line does not have a previous line: add a MoveCombingType in front for start detection # this way the first start of the layer can also be drawn prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]]) @@ -203,6 +217,17 @@ class SimulationPass(RenderPass): current_layer_batch.addItem(node.getWorldTransformation(), layer_data) current_layer_batch.render(self._scene.getActiveCamera()) + # Last line may be partial + if vertex_after_head != not_a_vector and vertex_after_head != not_a_vector: + self._layer_shader.setUniformValue("u_last_vertex", vertex_before_head) + self._layer_shader.setUniformValue("u_next_vertex", vertex_after_head) + self._layer_shader.setUniformValue("u_last_line_ratio", vertex_distance_ratio) + last_line_start = current_layer_end + last_line_end = current_layer_end + towards_next_vertex + last_line_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode=RenderBatch.RenderMode.Lines, range = (last_line_start, last_line_end)) + last_line_batch.addItem(node.getWorldTransformation(), layer_data) + last_line_batch.render(self._scene.getActiveCamera()) + self._old_current_layer = self._layer_view.getCurrentLayer() self._old_current_path = self._layer_view.getCurrentPath() diff --git a/plugins/SimulationView/layers3d.shader b/plugins/SimulationView/layers3d.shader index b43d998690..508126e163 100644 --- a/plugins/SimulationView/layers3d.shader +++ b/plugins/SimulationView/layers3d.shader @@ -19,6 +19,10 @@ vertex41core = uniform highp mat4 u_normalMatrix; + uniform vec3 u_last_vertex; + uniform vec3 u_next_vertex; + uniform float u_last_line_ratio; + in highp vec4 a_vertex; in lowp vec4 a_color; in lowp vec4 a_material_color; @@ -134,6 +138,10 @@ vertex41core = void main() { vec4 v1_vertex = a_vertex; + if (v1_vertex.xyz == u_next_vertex) + { + v1_vertex.xyz = mix(u_last_vertex, u_next_vertex, u_last_line_ratio); + } v1_vertex.y -= a_line_dim.y / 2; // half layer down vec4 world_space_vert = u_modelMatrix * v1_vertex; @@ -427,6 +435,10 @@ u_max_feedrate = 1 u_min_thickness = 0 u_max_thickness = 1 +u_last_vertex = [0.0, 0.0, 0.0] +u_next_vertex = [0.0, 0.0, 0.0] +u_last_line_ratio = 1.0 + [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix