Change shadows on buildplate for one-at-a-time printing

Inner: adhesion area
Outer: full head

In my opinion this allows the user to more easily see whether this
object can be printed after another object.
This commit is contained in:
Nino van Hooff 2019-11-12 12:56:07 +01:00
parent 254dde5b05
commit 558ed4b1e8
2 changed files with 14 additions and 3 deletions

View File

@ -175,10 +175,17 @@ class ConvexHullDecorator(SceneNodeDecorator):
self._convex_hull_node = None
return
convex_hull = self.getConvexHull()
if self._global_stack \
and self._global_stack.getProperty("print_sequence", "value") == "one_at_a_time" \
and not self.hasGroupAsParent(self._node):
# In one-at-a-time mode, every printed object gets it's own adhesion
printing_area = self.getAdhesionArea()
else:
printing_area = self.getConvexHull()
if self._convex_hull_node:
self._convex_hull_node.setParent(None)
hull_node = ConvexHullNode.ConvexHullNode(self._node, convex_hull, self._raft_thickness, root)
hull_node = ConvexHullNode.ConvexHullNode(self._node, printing_area, self._raft_thickness, root)
self._convex_hull_node = hull_node
def _onSettingValueChanged(self, key: str, property_name: str) -> None:

View File

@ -43,6 +43,7 @@ class ConvexHullNode(SceneNode):
# The node this mesh is "watching"
self._node = node
# Area of the head + fans for display as a shadow on the buildplate
self._convex_hull_head_mesh = None
self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged)
@ -76,14 +77,17 @@ class ConvexHullNode(SceneNode):
if self.getParent():
if self.getMeshData() and isinstance(self._node, SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getMultiBuildPlateModel().activeBuildPlate:
# The object itself (+ adhesion in one-at-a-time mode)
renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
if self._convex_hull_head_mesh:
# The full head. Rendered as a hint to the user: If this area overlaps another object A; this object
# cannot be printed after A, because the head would hit A while printing the current object
renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
return True
def _onNodeDecoratorsChanged(self, node: SceneNode) -> None:
convex_hull_head = self._node.callDecoration("getConvexHullHead")
convex_hull_head = self._node.callDecoration("getConvexHullHeadFull")
if convex_hull_head:
convex_hull_head_builder = MeshBuilder()
convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness)