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99 lines
3.1 KiB
Python
99 lines
3.1 KiB
Python
from .LayerPolygon import LayerPolygon
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from UM.Math.Vector import Vector
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from UM.Mesh.MeshBuilder import MeshBuilder
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import numpy
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class Layer:
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def __init__(self, layer_id):
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self._id = layer_id
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self._height = 0.0
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self._thickness = 0.0
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self._polygons = []
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self._element_count = 0
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@property
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def height(self):
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return self._height
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@property
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def thickness(self):
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return self._thickness
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@property
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def polygons(self):
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return self._polygons
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@property
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def elementCount(self):
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return self._element_count
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def setHeight(self, height):
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self._height = height
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def setThickness(self, thickness):
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self._thickness = thickness
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def vertexCount(self):
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result = 0
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for polygon in self._polygons:
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result += polygon.vertexCount()
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return result
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def build(self, offset, vertices, colors, indices):
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result = offset
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for polygon in self._polygons:
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if polygon.type == LayerPolygon.InfillType or polygon.type == LayerPolygon.MoveCombingType or polygon.type == LayerPolygon.MoveRetractionType:
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continue
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polygon.build(result, vertices, colors, indices)
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result += polygon.vertexCount()
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self._element_count += polygon.elementCount
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return result
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def createMesh(self):
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return self.createMeshOrJumps(True)
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def createJumps(self):
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return self.createMeshOrJumps(False)
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def createMeshOrJumps(self, make_mesh):
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builder = MeshBuilder()
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for polygon in self._polygons:
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if make_mesh and (polygon.type == LayerPolygon.MoveCombingType or polygon.type == LayerPolygon.MoveRetractionType):
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continue
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if not make_mesh and not (polygon.type == LayerPolygon.MoveCombingType or polygon.type == LayerPolygon.MoveRetractionType):
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continue
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poly_color = polygon.getColor()
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points = numpy.copy(polygon.data)
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if polygon.type == LayerPolygon.InfillType or polygon.type == LayerPolygon.SkinType or polygon.type == LayerPolygon.SupportInfillType:
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points[:,1] -= 0.01
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if polygon.type == LayerPolygon.MoveCombingType or polygon.type == LayerPolygon.MoveRetractionType:
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points[:,1] += 0.01
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normals = polygon.getNormals()
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# Scale all by the line width of the polygon so we can easily offset.
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normals *= (polygon.lineWidth / 2)
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#TODO: Use numpy magic to perform the vertex creation to speed up things.
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for i in range(len(points)):
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start = points[i - 1]
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end = points[i]
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normal = normals[i - 1]
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point1 = Vector(data = start - normal)
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point2 = Vector(data = start + normal)
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point3 = Vector(data = end + normal)
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point4 = Vector(data = end - normal)
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builder.addQuad(point1, point2, point3, point4, color = poly_color)
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return builder.getData() |