from UM.View.View import View from UM.View.Renderer import Renderer from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Resources import Resources ## View used to display g-code paths. class LayerView(View): def __init__(self): super().__init__() self._material = None self._num_layers = 0 self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100) def beginRendering(self): scene = self.getController().getScene() renderer = self.getRenderer() renderer.setRenderSelection(False) self._num_layers = 0 if not self._material: self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'vertexcolor.frag')) self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0]) for node in DepthFirstIterator(scene.getRoot()): if not node.render(renderer): if node.getMeshData() and node.isVisible(): try: layer_data = node.getMeshData().layerData if self._num_layers < len(layer_data.getLayers()): self._num_layers = len(layer_data.getLayers()) except AttributeError: continue renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines) def setLayer(self, value): self._layer_percentage = value def endRendering(self): pass