Cura/plugins/SolidView/SolidView.py
Ghostkeeper 563bd1ddb5 Fix setting for show overhang
For some reason the setting was inverted. Also, someone forgot to take the case into account where the setting exists but is None (which is the case when the setting is False).

Fixes issue CURA-308.
2016-02-12 11:11:44 +01:00

71 lines
3.2 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from UM.View.View import View
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Application import Application
from UM.Math.Color import Color
from UM.Preferences import Preferences
from UM.View.Renderer import Renderer
from UM.View.GL.OpenGL import OpenGL
import math
## Standard view for mesh models.
class SolidView(View):
def __init__(self):
super().__init__()
Preferences.getInstance().addPreference("view/show_overhang", True)
self._enabled_shader = None
self._disabled_shader = None
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if not self._enabled_shader:
self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
if not self._disabled_shader:
self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0])
if Application.getInstance().getMachineManager().getWorkingProfile():
profile = Application.getInstance().getMachineManager().getWorkingProfile()
if Preferences.getInstance().getValue("view/show_overhang"):
angle = profile.getSettingValue("support_angle")
if angle != None:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang.
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
for node in DepthFirstIterator(scene.getRoot()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
# TODO: Find a better way to handle this
#if node.getBoundingBoxMesh():
# renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
if hasattr(node, "_outside_buildarea"):
if node._outside_buildarea:
renderer.queueNode(node, shader = self._disabled_shader)
else:
renderer.queueNode(node, shader = self._enabled_shader)
else:
renderer.queueNode(node, material = self._enabled_shader)
if node.callDecoration("isGroup"):
renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
def endRendering(self):
pass
#def _onPreferenceChanged(self, preference):
#if preference == "view/show_overhang": ## Todo: This a printer only setting. Should be removed from Uranium.
#self._enabled_material = None