Cura/plugins/3DConnexion/OverlayNode.py
Erwan MATHIEU 93f9531ffe Set proper copyright
CURA-7435
2025-02-20 14:28:58 +01:00

69 lines
2.8 KiB
Python

# Copyright (c) 2025 3Dconnexion, UltiMaker
# Cura is released under the terms of the LGPLv3 or higher.
from UM.Scene.SceneNode import SceneNode
from UM.View.GL.OpenGL import OpenGL
from UM.Mesh.MeshBuilder import MeshBuilder # To create the overlay quad
from UM.Resources import Resources # To find shader locations
from UM.Math.Matrix import Matrix
from UM.Application import Application
try:
from PyQt6.QtGui import QImage
except:
from PyQt5.QtGui import QImage
class OverlayNode(SceneNode):
def __init__(self, node, image_path, size, parent=None):
super().__init__(parent)
self._target_node = node
self.setCalculateBoundingBox(False)
self._overlay_mesh = self._createOverlayQuad(size)
self._drawed_mesh = self._overlay_mesh
self._shader = None
self._scene = Application.getInstance().getController().getScene()
self._scale = 1.
self._image_path = image_path
def scale(self, factor):
scale_matrix = Matrix()
scale_matrix.setByScaleFactor(factor)
self._drawed_mesh = self._overlay_mesh.getTransformed(scale_matrix)
def _createOverlayQuad(self, size):
mb = MeshBuilder()
mb.addFaceByPoints(-size / 2, -size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0)
mb.addFaceByPoints(size / 2, size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0)
# Set UV coordinates so a texture can be created
mb.setVertexUVCoordinates(0, 0, 1)
mb.setVertexUVCoordinates(1, 0, 0)
mb.setVertexUVCoordinates(4, 0, 0)
mb.setVertexUVCoordinates(2, 1, 1)
mb.setVertexUVCoordinates(5, 1, 1)
mb.setVertexUVCoordinates(3, 1, 0)
return mb.build()
def render(self, renderer):
if not self._shader:
# We now misuse the platform shader, as it actually supports textures
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "platform.shader"))
# Set the opacity to 0, so that the template is in full control.
self._shader.setUniformValue("u_opacity", 0)
self._texture = OpenGL.getInstance().createTexture()
texture_image = QImage(self._image_path)
self._texture.setImage(texture_image)
self._shader.setTexture(0, self._texture)
node_position = self._target_node.getWorldPosition()
position_matrix = Matrix()
position_matrix.setByTranslation(node_position)
camera_orientation = self._scene.getActiveCamera().getOrientation().toMatrix()
renderer.queueNode(self._scene.getRoot(), shader=self._shader, mesh=self._drawed_mesh.getTransformed(position_matrix.multiply(camera_orientation)), overlay=True)
return True # This node does it's own rendering.