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Merge pull request #3492 from fieldOfView/feature_support_eraser_ux
Support Eraser improvements
This commit is contained in:
commit
f8283352c4
69
cura/PickingPass.py
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69
cura/PickingPass.py
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# Copyright (c) 2018 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from UM.Application import Application
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from UM.Math.Vector import Vector
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from UM.Resources import Resources
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from UM.View.RenderPass import RenderPass
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.RenderBatch import RenderBatch
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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## A RenderPass subclass that renders a the distance of selectable objects from the active camera to a texture.
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# The texture is used to map a 2d location (eg the mouse location) to a world space position
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#
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# Note that in order to increase precision, the 24 bit depth value is encoded into all three of the R,G & B channels
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class PickingPass(RenderPass):
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def __init__(self, width: int, height: int):
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super().__init__("picking", width, height)
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self._renderer = Application.getInstance().getRenderer()
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self._shader = None
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self._scene = Application.getInstance().getController().getScene()
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def render(self) -> None:
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "camera_distance.shader"))
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width, height = self.getSize()
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self._gl.glViewport(0, 0, width, height)
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self._gl.glClearColor(1.0, 1.0, 1.0, 0.0)
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self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
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# Create a new batch to be rendered
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batch = RenderBatch(self._shader)
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# Fill up the batch with objects that can be sliced. `
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for node in DepthFirstIterator(self._scene.getRoot()):
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if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
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batch.addItem(node.getWorldTransformation(), node.getMeshData())
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self.bind()
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batch.render(self._scene.getActiveCamera())
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self.release()
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## Get the distance in mm from the camera to at a certain pixel coordinate.
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def getPickedDepth(self, x: int, y: int) -> float:
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output = self.getOutput()
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window_size = self._renderer.getWindowSize()
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px = (0.5 + x / 2.0) * window_size[0]
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py = (0.5 + y / 2.0) * window_size[1]
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if px < 0 or px > (output.width() - 1) or py < 0 or py > (output.height() - 1):
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return -1
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distance = output.pixel(px, py) # distance in micron, from in r, g & b channels
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distance = (distance & 0x00ffffff) / 1000. # drop the alpha channel and covert to mm
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return distance
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## Get the world coordinates of a picked point
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def getPickedPosition(self, x: int, y: int) -> Vector:
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distance = self.getPickedDepth(x, y)
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ray = self._scene.getActiveCamera().getRay(x, y)
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return ray.getPointAlongRay(distance)
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@ -1,39 +1,96 @@
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# Copyright (c) 2018 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from UM.Math.Vector import Vector
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from UM.Tool import Tool
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from PyQt5.QtCore import Qt, QUrl
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from UM.Application import Application
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from UM.Event import Event
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from UM.Mesh.MeshBuilder import MeshBuilder
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from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
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from UM.Settings.SettingInstance import SettingInstance
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from cura.Scene.CuraSceneNode import CuraSceneNode
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from cura.Scene.SliceableObjectDecorator import SliceableObjectDecorator
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from cura.Scene.BuildPlateDecorator import BuildPlateDecorator
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from cura.Settings.SettingOverrideDecorator import SettingOverrideDecorator
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import os
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import os.path
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from PyQt5.QtCore import Qt, QTimer
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from UM.Math.Vector import Vector
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from UM.Tool import Tool
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from UM.Application import Application
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from UM.Event import Event, MouseEvent
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from UM.Mesh.MeshBuilder import MeshBuilder
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from UM.Scene.Selection import Selection
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from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
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from cura.Scene.CuraSceneNode import CuraSceneNode
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from cura.PickingPass import PickingPass
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from UM.Operations.GroupedOperation import GroupedOperation
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from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
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from UM.Operations.RemoveSceneNodeOperation import RemoveSceneNodeOperation
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from cura.Operations.SetParentOperation import SetParentOperation
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from cura.Scene.SliceableObjectDecorator import SliceableObjectDecorator
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from cura.Scene.BuildPlateDecorator import BuildPlateDecorator
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from UM.Scene.GroupDecorator import GroupDecorator
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from cura.Settings.SettingOverrideDecorator import SettingOverrideDecorator
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from UM.Settings.SettingInstance import SettingInstance
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class SupportEraser(Tool):
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def __init__(self):
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super().__init__()
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self._shortcut_key = Qt.Key_G
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self._controller = Application.getInstance().getController()
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self._selection_pass = None
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Application.getInstance().globalContainerStackChanged.connect(self._updateEnabled)
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# Note: if the selection is cleared with this tool active, there is no way to switch to
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# another tool than to reselect an object (by clicking it) because the tool buttons in the
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# toolbar will have been disabled. That is why we need to ignore the first press event
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# after the selection has been cleared.
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Selection.selectionChanged.connect(self._onSelectionChanged)
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self._had_selection = False
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self._skip_press = False
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self._had_selection_timer = QTimer()
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self._had_selection_timer.setInterval(0)
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self._had_selection_timer.setSingleShot(True)
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self._had_selection_timer.timeout.connect(self._selectionChangeDelay)
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def event(self, event):
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super().event(event)
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if event.type == Event.ToolActivateEvent:
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if event.type == Event.MousePressEvent and self._controller.getToolsEnabled():
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if self._skip_press:
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# The selection was previously cleared, do not add/remove an anti-support mesh but
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# use this click for selection and reactivating this tool only.
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self._skip_press = False
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return
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# Load the remover mesh:
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self._createEraserMesh()
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if self._selection_pass is None:
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# The selection renderpass is used to identify objects in the current view
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self._selection_pass = Application.getInstance().getRenderer().getRenderPass("selection")
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picked_node = self._controller.getScene().findObject(self._selection_pass.getIdAtPosition(event.x, event.y))
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if not picked_node:
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# There is no slicable object at the picked location
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return
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# After we load the mesh, deactivate the tool again:
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self.getController().setActiveTool(None)
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node_stack = picked_node.callDecoration("getStack")
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if node_stack:
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if node_stack.getProperty("anti_overhang_mesh", "value"):
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self._removeEraserMesh(picked_node)
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return
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def _createEraserMesh(self):
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elif node_stack.getProperty("support_mesh", "value") or node_stack.getProperty("infill_mesh", "value") or node_stack.getProperty("cutting_mesh", "value"):
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# Only "normal" meshes can have anti_overhang_meshes added to them
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return
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# Create a pass for picking a world-space location from the mouse location
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active_camera = self._controller.getScene().getActiveCamera()
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picking_pass = PickingPass(active_camera.getViewportWidth(), active_camera.getViewportHeight())
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picking_pass.render()
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picked_position = picking_pass.getPickedPosition(event.x, event.y)
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# Add the anti_overhang_mesh cube at the picked location
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self._createEraserMesh(picked_node, picked_position)
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def _createEraserMesh(self, parent: CuraSceneNode, position: Vector):
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node = CuraSceneNode()
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node.setName("Eraser")
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@ -41,9 +98,7 @@ class SupportEraser(Tool):
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mesh = MeshBuilder()
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mesh.addCube(10,10,10)
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node.setMeshData(mesh.build())
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# Place the cube in the platform. Do it manually so it works if the "automatic drop models" is OFF
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move_vector = Vector(0, 5, 0)
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node.setPosition(move_vector)
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node.setPosition(position)
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active_build_plate = Application.getInstance().getMultiBuildPlateModel().activeBuildPlate
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@ -51,21 +106,88 @@ class SupportEraser(Tool):
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node.addDecorator(BuildPlateDecorator(active_build_plate))
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node.addDecorator(SliceableObjectDecorator())
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stack = node.callDecoration("getStack") #Don't try to get the active extruder since it may be None anyway.
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if not stack:
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node.addDecorator(SettingOverrideDecorator())
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stack = node.callDecoration("getStack")
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stack = node.callDecoration("getStack") # created by SettingOverrideDecorator
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settings = stack.getTop()
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if not (settings.getInstance("anti_overhang_mesh") and settings.getProperty("anti_overhang_mesh", "value")):
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definition = stack.getSettingDefinition("anti_overhang_mesh")
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new_instance = SettingInstance(definition, settings)
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new_instance.setProperty("value", True)
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new_instance.resetState() # Ensure that the state is not seen as a user state.
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settings.addInstance(new_instance)
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definition = stack.getSettingDefinition("anti_overhang_mesh")
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new_instance = SettingInstance(definition, settings)
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new_instance.setProperty("value", True)
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new_instance.resetState() # Ensure that the state is not seen as a user state.
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settings.addInstance(new_instance)
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scene = self._controller.getScene()
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op = AddSceneNodeOperation(node, scene.getRoot())
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root = self._controller.getScene().getRoot()
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op = GroupedOperation()
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# First add the node to the scene, so it gets the expected transform
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op.addOperation(AddSceneNodeOperation(node, root))
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# Determine the parent group the node should be put in
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if parent.getParent().callDecoration("isGroup"):
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group = parent.getParent()
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else:
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# Create a group-node
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group = CuraSceneNode()
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group.addDecorator(GroupDecorator())
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group.addDecorator(BuildPlateDecorator(active_build_plate))
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group.setParent(root)
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center = parent.getPosition()
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group.setPosition(center)
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group.setCenterPosition(center)
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op.addOperation(SetParentOperation(parent, group))
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op.addOperation(SetParentOperation(node, group))
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op.push()
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Application.getInstance().getController().getScene().sceneChanged.emit(node)
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# Select the picked node so the group does not get drawn as a wireframe (yet)
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if not Selection.isSelected(parent):
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Selection.add(parent)
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if Selection.isSelected(group):
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Selection.remove(group)
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def _removeEraserMesh(self, node: CuraSceneNode):
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group = node.getParent()
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if group.callDecoration("isGroup"):
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parent = group.getChildren()[0]
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op = GroupedOperation()
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op.addOperation(RemoveSceneNodeOperation(node))
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if len(group.getChildren()) == 2:
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op.addOperation(SetParentOperation(parent, group.getParent()))
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op.push()
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Application.getInstance().getController().getScene().sceneChanged.emit(node)
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# Select the picked node so the group does not get drawn as a wireframe (yet)
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if parent and not Selection.isSelected(parent):
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Selection.add(parent)
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if Selection.isSelected(group):
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Selection.remove(group)
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def _updateEnabled(self):
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plugin_enabled = False
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global_container_stack = Application.getInstance().getGlobalContainerStack()
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if global_container_stack:
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plugin_enabled = global_container_stack.getProperty("anti_overhang_mesh", "enabled")
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Application.getInstance().getController().toolEnabledChanged.emit(self._plugin_id, plugin_enabled)
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def _onSelectionChanged(self):
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# When selection is passed from one object to another object, first the selection is cleared
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# and then it is set to the new object. We are only interested in the change from no selection
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# to a selection or vice-versa, not in a change from one object to another. A timer is used to
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# "merge" a possible clear/select action in a single frame
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if Selection.hasSelection() != self._had_selection:
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self._had_selection_timer.start()
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def _selectionChangeDelay(self):
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has_selection = Selection.hasSelection()
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if not has_selection and self._had_selection:
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self._skip_press = True
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else:
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self._skip_press = False
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self._had_selection = has_selection
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83
resources/shaders/camera_distance.shader
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83
resources/shaders/camera_distance.shader
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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attribute highp vec4 a_vertex;
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varying highp vec3 v_vertex;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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}
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fragment =
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uniform highp vec3 u_viewPosition;
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varying highp vec3 v_vertex;
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void main()
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{
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highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
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vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
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encoded.b = floor(distance_to_camera / 65536.0);
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encoded.g = floor((distance_to_camera - encoded.b * 65536.0) / 256.0);
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encoded.r = floor(distance_to_camera - encoded.b * 65536.0 - encoded.g * 256.0);
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gl_FragColor.rgb = encoded / 255.;
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gl_FragColor.a = 1.0;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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in highp vec4 a_vertex;
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out highp vec3 v_vertex;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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}
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fragment41core =
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#version 410
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uniform highp vec3 u_viewPosition;
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in highp vec3 v_vertex;
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out vec4 frag_color;
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void main()
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{
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highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
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vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
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encoded.r = floor(distance_to_camera / 65536.0);
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encoded.g = floor((distance_to_camera - encoded.r * 65536.0) / 256.0);
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encoded.b = floor(distance_to_camera - encoded.r * 65536.0 - encoded.g * 256.0);
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frag_color.rgb = encoded / 255.;
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frag_color.a = 1.0;
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}
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[defaults]
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[bindings]
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u_modelMatrix = model_matrix
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u_viewProjectionMatrix = view_projection_matrix
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u_normalMatrix = normal_matrix
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u_viewPosition = view_position
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[attributes]
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a_vertex = vertex
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