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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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92 lines
3.4 KiB
Python
92 lines
3.4 KiB
Python
# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.Scene.SceneNode import SceneNode
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from UM.Resources import Resources
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from UM.Math.Color import Color
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from UM.Math.Vector import Vector
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from UM.Mesh.MeshBuilder import MeshBuilder #To create a mesh to display the convex hull with.
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from UM.View.GL.OpenGL import OpenGL
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import numpy
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class ConvexHullNode(SceneNode):
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def __init__(self, node, hull, parent = None):
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super().__init__(parent)
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self.setCalculateBoundingBox(False)
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self._shader = None
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self._original_parent = parent
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self._inherit_orientation = False
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self._inherit_scale = False
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self._color = Color(35, 35, 35, 128)
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self._mesh_height = 0.1 #The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
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self._node = node
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self._node.transformationChanged.connect(self._onNodePositionChanged)
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self._node.parentChanged.connect(self._onNodeParentChanged)
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self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged)
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self._onNodeDecoratorsChanged(self._node)
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self._convex_hull_head_mesh = None
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self._hull = hull
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hull_points = self._hull.getPoints()
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hull_mesh = self.createHullMesh(self._hull.getPoints())
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if hull_mesh:
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self.setMeshData(hull_mesh)
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convex_hull_head = self._node.callDecoration("getConvexHullHead")
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if convex_hull_head:
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self._convex_hull_head_mesh = self.createHullMesh(convex_hull_head.getPoints())
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def createHullMesh(self, hull_points):
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#Input checking.
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if len(hull_points) < 3:
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return None
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mesh_builder = MeshBuilder()
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point_first = Vector(hull_points[0][0], self._mesh_height, hull_points[0][1])
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point_previous = Vector(hull_points[1][0], self._mesh_height, hull_points[1][1])
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for point in hull_points[2:]: #Add the faces in the order of a triangle fan.
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point_new = Vector(point[0], self._mesh_height, point[1])
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mesh_builder.addFace(point_first, point_previous, point_new, color = self._color)
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point_previous = point_new #Prepare point_previous for the next triangle.
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return mesh_builder.getData()
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def getWatchedNode(self):
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return self._node
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def render(self, renderer):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._shader.setUniformValue("u_color", self._color)
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if self.getParent():
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renderer.queueNode(self, transparent = True, shader = self._shader, backface_cull = True, sort = -8)
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if self._convex_hull_head_mesh:
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renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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return True
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def _onNodePositionChanged(self, node):
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if node.callDecoration("getConvexHull"):
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node.callDecoration("setConvexHull", None)
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node.callDecoration("setConvexHullNode", None)
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self.setParent(None)
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def _onNodeParentChanged(self, node):
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if node.getParent():
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self.setParent(self._original_parent)
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else:
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self.setParent(None)
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def _onNodeDecoratorsChanged(self, node):
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self._color = Color(35, 35, 35, 0.5)
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if not node:
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return |