Add a function to get the normal vertex of the selected face

Still WIP.
This commit is contained in:
Diego Prado Gesto 2019-02-22 08:35:23 +01:00
parent 198ea3c74f
commit 9be7ddde2f

View File

@ -1,10 +1,12 @@
# Copyright (c) 2018 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import random
from typing import Optional, TYPE_CHECKING
from UM.Qt.QtApplication import QtApplication
from UM.Math.Vector import Vector
from UM.Math.Color import Color
from UM.Resources import Resources
from UM.View.RenderPass import RenderPass
@ -24,6 +26,7 @@ class PickingPass(RenderPass):
def __init__(self, width: int, height: int) -> None:
super().__init__("picking", width, height)
self._selection_map = {}
self._renderer = QtApplication.getInstance().getRenderer()
self._shader = None #type: Optional[ShaderProgram]
@ -44,12 +47,48 @@ class PickingPass(RenderPass):
# Fill up the batch with objects that can be sliced. `
for node in DepthFirstIterator(self._scene.getRoot()): #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
tri_node = node.getMeshData().toTrimesh()
for index, face in enumerate(tri_node.faces):
normal_vertex = tri_node.face_normals[index]
batch.addItem(transformation = node.getWorldTransformation(), mesh = node.getMeshData(), uniforms = { "selection_color": self._getFaceColor(face, normal_vertex)})
self.bind()
batch.render(self._scene.getActiveCamera())
self.release()
def _getFaceColor(self, face, normal_vertex):
while True:
r = random.randint(0, 255)
g = random.randint(0, 255)
b = random.randint(0, 255)
a = 0
color = Color(r, g, b, a)
if color not in self._selection_map:
break
self._selection_map[color] = normal_vertex
return color
## Get the normal vector at a certain pixel coordinate.
def getPickedNormalVertex(self, x: int, y: int) -> float:
print(self._selection_map)
output = self.getOutput()
window_size = self._renderer.getWindowSize()
px = (0.5 + x / 2.0) * window_size[0]
py = (0.5 + y / 2.0) * window_size[1]
if px < 0 or px > (output.width() - 1) or py < 0 or py > (output.height() - 1):
return None
pixel = output.pixel(px, py)
print("######### ", x, y, pixel, Color.fromARGB(pixel))
return self._selection_map.get(Color.fromARGB(pixel), None)
## Get the distance in mm from the camera to at a certain pixel coordinate.
def getPickedDepth(self, x: int, y: int) -> float:
output = self.getOutput()