Cura/plugins/SolidView/SolidView.py
fieldOfView 6adc4ef284 Revert "Change spelling of "colour" to "color" for consistency"
This reverts commit 963a2092efefb62f8f8b1216f0a7d05bbebb884d.

I still say we should use "colour" for consistency, but that change should not be part of this branch.

CURA-333
2016-06-22 10:19:44 +02:00

95 lines
4.4 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.Preferences import Preferences
from UM.View.Renderer import Renderer
from UM.View.GL.OpenGL import OpenGL
from cura.ExtrudersModel import ExtrudersModel
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
self._extruders_model = ExtrudersModel()
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])
self._disabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
if Application.getInstance().getGlobalContainerStack():
if Preferences.getInstance().getValue("view/show_overhang"):
angle = Application.getInstance().getGlobalContainerStack().getProperty("support_angle", "value")
if angle is not 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)
uniforms = {}
if self._extruders_model.rowCount() > 0:
# Get color to render this mesh in from ExtrudersModel
extruder_index = 0
extruder_id = node.callDecoration("getActiveExtruder")
if extruder_id:
extruder_index = max(0, self._extruders_model.find("id", extruder_id))
extruder_color = self._extruders_model.getItem(extruder_index)["colour"]
try:
# Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
# an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
uniforms["diffuse_color"] = [
int(extruder_color[1:3], 16) / 255,
int(extruder_color[3:5], 16) / 255,
int(extruder_color[5:7], 16) / 255,
1.0
]
except:
pass
if hasattr(node, "_outside_buildarea"):
if node._outside_buildarea:
renderer.queueNode(node, shader = self._disabled_shader)
else:
renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
else:
renderer.queueNode(node, material = self._enabled_shader, uniforms = uniforms)
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