from UM.View.Renderer import Renderer from UM.Scene.SceneNode import SceneNode from UM.Application import Application from UM.Resources import Resources from UM.Mesh.MeshData import MeshData from UM.Mesh.MeshBuilder import MeshBuilder from UM.Math.Vector import Vector from UM.Math.Color import Color import numpy class BuildVolume(SceneNode): VolumeOutlineColor = Color(140, 170, 240, 255) def __init__(self, parent = None): super().__init__(parent) self._width = 0 self._height = 0 self._depth = 0 self._material = None self._line_mesh = None self._grid_mesh = None self._grid_material = None def setWidth(self, width): self._width = width def setHeight(self, height): self._height = height def setDepth(self, depth): self._depth = depth def render(self, renderer): if not self.getMeshData(): return True if self._line_mesh is None: return True if not self._material: self._material = renderer.createMaterial( Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'vertexcolor.frag') ) self._grid_material = renderer.createMaterial( Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'grid.frag') ) self._grid_material.setUniformValue('u_gridColor0', Color(1.0, 1.0, 1.0, 1.0)) self._grid_material.setUniformValue('u_gridColor1', Color(0.0, 0.0, 0.0, 1.0)) #renderer.queueNode(self, material = self._material, transparent = True) renderer.queueNode(self, mesh = self._grid_mesh, material = self._grid_material) renderer.queueNode(self, mesh = self._line_mesh, mode = Renderer.RenderLines, material = self._material) return True def rebuild(self): if self._width == 0 or self._height == 0 or self._depth == 0: return minW = -self._width / 2 maxW = self._width / 2 minH = 0.0 maxH = self._height minD = -self._depth / 2 maxD = self._depth / 2 md = MeshData() md.addVertex(minW, minH, minD) md.addVertex(maxW, minH, minD) md.addVertex(minW, minH, minD) md.addVertex(minW, maxH, minD) md.addVertex(minW, maxH, minD) md.addVertex(maxW, maxH, minD) md.addVertex(maxW, minH, minD) md.addVertex(maxW, maxH, minD) md.addVertex(minW, minH, maxD) md.addVertex(maxW, minH, maxD) md.addVertex(minW, minH, maxD) md.addVertex(minW, maxH, maxD) md.addVertex(minW, maxH, maxD) md.addVertex(maxW, maxH, maxD) md.addVertex(maxW, minH, maxD) md.addVertex(maxW, maxH, maxD) md.addVertex(minW, minH, minD) md.addVertex(minW, minH, maxD) md.addVertex(maxW, minH, minD) md.addVertex(maxW, minH, maxD) md.addVertex(minW, maxH, minD) md.addVertex(minW, maxH, maxD) md.addVertex(maxW, maxH, minD) md.addVertex(maxW, maxH, maxD) for n in range(0, md.getVertexCount()): md.setVertexColor(n, BuildVolume.VolumeOutlineColor) self._line_mesh = md mb = MeshBuilder() mb.addQuad( Vector(minW, minH, maxD), Vector(maxW, minH, maxD), Vector(maxW, maxH, maxD), Vector(minW, maxH, maxD), color = Color(0.2, 0.67, 0.9, 0.25), normal = Vector(0, 0, -1) ) mb.addQuad( Vector(maxW, minH, maxD), Vector(maxW, minH, minD), Vector(maxW, maxH, minD), Vector(maxW, maxH, maxD), color = Color(0.2, 0.67, 0.9, 0.38), normal = Vector(1, 0, 0) ) mb.addQuad( Vector(minW, minH, minD), Vector(minW, maxH, minD), Vector(maxW, maxH, minD), Vector(maxW, minH, minD), color = Color(0.2, 0.67, 0.9, 0.25), normal = Vector(0, 0, 1) ) mb.addQuad( Vector(minW, minH, maxD), Vector(minW, maxH, maxD), Vector(minW, maxH, minD), Vector(minW, minH, minD), color = Color(0.2, 0.67, 0.9, 0.38), normal = Vector(-1, 0, 0) ) mb.addQuad( Vector(minW, maxH, maxD), Vector(maxW, maxH, maxD), Vector(maxW, maxH, minD), Vector(minW, maxH, minD), color = Color(0.2, 0.67, 0.9, 0.5), normal = Vector(0, -1, 0) ) self.setMeshData(mb.getData()) mb = MeshBuilder() mb.addQuad( Vector(minW, minH, maxD), Vector(maxW, minH, maxD), Vector(maxW, minH, minD), Vector(minW, minH, minD) ) self._grid_mesh = mb.getData() self._grid_mesh.setVertexUVCoordinates(0, 0.0, 0.0) self._grid_mesh.setVertexUVCoordinates(1, 1.0, 1.0) self._grid_mesh.setVertexUVCoordinates(2, 0.0, 1.0) self._grid_mesh.setVertexUVCoordinates(3, 0.0, 0.0) self._grid_mesh.setVertexUVCoordinates(4, 1.0, 1.0) self._grid_mesh.setVertexUVCoordinates(5, 1.0, 0.0)