Cura/cura/Scene/ConvexHullNode.py
Nino van Hooff 558ed4b1e8 Change shadows on buildplate for one-at-a-time printing
Inner: adhesion area
Outer: full head

In my opinion this allows the user to more easily see whether this
object can be printed after another object.
2019-11-12 12:56:07 +01:00

99 lines
4.3 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from typing import Optional
from UM.Application import Application
from UM.Math.Polygon import Polygon
from UM.Qt.QtApplication import QtApplication
from UM.Scene.SceneNode import SceneNode
from UM.Resources import Resources
from UM.Math.Color import Color
from UM.Mesh.MeshBuilder import MeshBuilder # To create a mesh to display the convex hull with.
from UM.View.GL.OpenGL import OpenGL
class ConvexHullNode(SceneNode):
shader = None # To prevent the shader from being re-built over and over again, only load it once.
## Convex hull node is a special type of scene node that is used to display an area, to indicate the
# location an object uses on the buildplate. This area (or area's in case of one at a time printing) is
# then displayed as a transparent shadow. If the adhesion type is set to raft, the area is extruded
# to represent the raft as well.
def __init__(self, node: SceneNode, hull: Optional[Polygon], thickness: float, parent: Optional[SceneNode] = None) -> None:
super().__init__(parent)
self.setCalculateBoundingBox(False)
self._original_parent = parent
# Color of the drawn convex hull
if not Application.getInstance().getIsHeadLess():
theme = QtApplication.getInstance().getTheme()
if theme:
self._color = Color(*theme.getColor("convex_hull").getRgb())
else:
self._color = Color(0, 0, 0)
else:
self._color = Color(0, 0, 0)
# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
self._mesh_height = 0.1
self._thickness = thickness
# The node this mesh is "watching"
self._node = node
# Area of the head + fans for display as a shadow on the buildplate
self._convex_hull_head_mesh = None
self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged)
self._onNodeDecoratorsChanged(self._node)
self._hull = hull
if self._hull:
hull_mesh_builder = MeshBuilder()
if hull_mesh_builder.addConvexPolygonExtrusion(
self._hull.getPoints()[::-1], # bottom layer is reversed
self._mesh_height - thickness, self._mesh_height, color = self._color):
hull_mesh = hull_mesh_builder.build()
self.setMeshData(hull_mesh)
def getHull(self):
return self._hull
def getThickness(self):
return self._thickness
def getWatchedNode(self):
return self._node
def render(self, renderer):
if not ConvexHullNode.shader:
ConvexHullNode.shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color)
ConvexHullNode.shader.setUniformValue("u_opacity", 0.6)
if self.getParent():
if self.getMeshData() and isinstance(self._node, SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getMultiBuildPlateModel().activeBuildPlate:
# The object itself (+ adhesion in one-at-a-time mode)
renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
if self._convex_hull_head_mesh:
# The full head. Rendered as a hint to the user: If this area overlaps another object A; this object
# cannot be printed after A, because the head would hit A while printing the current object
renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
return True
def _onNodeDecoratorsChanged(self, node: SceneNode) -> None:
convex_hull_head = self._node.callDecoration("getConvexHullHeadFull")
if convex_hull_head:
convex_hull_head_builder = MeshBuilder()
convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness)
self._convex_hull_head_mesh = convex_hull_head_builder.build()
if not node:
return