Cura/plugins/LayerView/LayerView.py
2015-07-13 14:03:40 +02:00

168 lines
7.1 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.View.Renderer import Renderer
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Event import Event, KeyEvent
from UM.Signal import Signal
from UM.Scene.Selection import Selection
from UM.Math.Color import Color
from UM.Mesh.MeshData import MeshData
from cura.ConvexHullNode import ConvexHullNode
from . import LayerViewProxy
## View used to display g-code paths.
class LayerView(View):
def __init__(self):
super().__init__()
self._material = None
self._num_layers = 0
self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
self._proxy = LayerViewProxy.LayerViewProxy()
self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
self._max_layers = 10
self._current_layer_num = 10
self._current_layer_mesh = None
self._activity = False
self._solid_layers = 5
def getActivity(self):
return self._activity
def getCurrentLayer(self):
return self._current_layer_num
def _onSceneChanged(self, node):
self.calculateMaxLayers()
def getMaxLayers(self):
return self._max_layers
def resetLayerData(self):
self._current_layer_mesh = None
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
renderer.setRenderSelection(False)
if not self._material:
self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "vertexcolor.frag"))
self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
self._selection_material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "color.frag"))
self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
for node in DepthFirstIterator(scene.getRoot()):
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
# However, it is somewhat relevant when the node is selected, so do render it then.
if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
continue
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
if Selection.isSelected(node):
renderer.queueNode(node, material = self._selection_material, transparent = True)
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
# Render all layers below a certain number as line mesh instead of vertices.
if self._current_layer_num - self._solid_layers > -1:
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
if layer + self._solid_layers > self._current_layer_num:
break
end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines.
renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
# We currently recreate the current "solid" layers every time a
if not self._current_layer_mesh:
self._current_layer_mesh = MeshData()
for i in range(self._solid_layers):
layer = self._current_layer_num - i
if layer < 0:
continue
layer_mesh = layer_data.getLayer(layer).createMesh()
if not layer_mesh or layer_mesh.getVertices() is None:
continue
self._current_layer_mesh.addVertices(layer_mesh.getVertices())
# Scale layer color by a brightness factor based on the current layer number
# This will result in a range of 0.5 - 1.0 to multiply colors by.
brightness = (2.0 - (i / self._solid_layers)) / 2.0
self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
renderer.queueNode(node, mesh = self._current_layer_mesh, material = self._material)
def setLayer(self, value):
if self._current_layer_num != value:
self._current_layer_num = value
if self._current_layer_num < 0:
self._current_layer_num = 0
if self._current_layer_num > self._max_layers:
self._current_layer_num = self._max_layers
self._current_layer_mesh = None
self.currentLayerNumChanged.emit()
currentLayerNumChanged = Signal()
def calculateMaxLayers(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if renderer and self._material:
self._activity = True
renderer.setRenderSelection(False)
self._old_max_layers = self._max_layers
## Recalculate num max layers
new_max_layers = 0
for node in DepthFirstIterator(scene.getRoot()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
if new_max_layers < len(layer_data.getLayers()):
new_max_layers = len(layer_data.getLayers()) - 1
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
self._max_layers = new_max_layers
self.maxLayersChanged.emit()
self._current_layer_num = self._max_layers
# This makes sure we update the current layer
self.setLayer(int(self._max_layers))
self.currentLayerNumChanged.emit()
maxLayersChanged = Signal()
currentLayerNumChanged = Signal()
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
# as this caused some issues.
def getProxy(self, engine, script_engine):
return self._proxy
def endRendering(self):
pass
def event(self, event):
if event.type == Event.KeyPressEvent:
if event.key == KeyEvent.UpKey:
self.setLayer(self._current_layer_num + 1)
if event.key == KeyEvent.DownKey:
self.setLayer(self._current_layer_num - 1)