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Polygons don't change when in layer-view. There's already an analogous elementCount property anyway, so a vertexCount property can't do much harm. Just keep in mind that when the polygons are altered, it should be either done via build, or the lineMeshXXXCount methods should be used instead.
237 lines
14 KiB
Python
237 lines
14 KiB
Python
# Copyright (c) 2020 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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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.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Application import Application
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from UM.PluginRegistry import PluginRegistry
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from UM.View.RenderPass import RenderPass
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from cura.Settings.ExtruderManager import ExtruderManager
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from cura.LayerPolygon import LayerPolygon
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import os.path
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import numpy
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## RenderPass used to display g-code paths.
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from .NozzleNode import NozzleNode
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class SimulationPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("simulationview", width, height)
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self._layer_shader = None
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self._layer_shadow_shader = None
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self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
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self._tool_handle_shader = None
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self._nozzle_shader = None
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self._disabled_shader = None
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self._old_current_layer = 0
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self._old_current_path = 0
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self._switching_layers = True # Tracking whether the user is moving across layers (True) or across paths (False). If false, lower layers render as shadowy.
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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self._extruder_manager = ExtruderManager.getInstance()
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self._layer_view = None
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self._compatibility_mode = None
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self._scene.sceneChanged.connect(self._onSceneChanged)
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def setSimulationView(self, layerview):
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self._layer_view = layerview
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self._compatibility_mode = layerview.getCompatibilityMode()
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def render(self):
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if not self._layer_shader:
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if self._compatibility_mode:
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shader_filename = "layers.shader"
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shadow_shader_filename = "layers_shadow.shader"
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else:
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shader_filename = "layers3d.shader"
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shadow_shader_filename = "layers3d_shadow.shader"
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
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self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
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self._current_shader = self._layer_shader
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# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
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self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
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if not self._compatibility_mode:
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self._layer_shader.setUniformValue("u_starts_color", Color(*Application.getInstance().getTheme().getColor("layerview_starts").getRgb()))
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if self._layer_view:
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self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
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self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
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self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
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self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
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self._layer_shader.setUniformValue("u_max_line_width", self._layer_view.getMaxLineWidth())
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self._layer_shader.setUniformValue("u_min_line_width", self._layer_view.getMinLineWidth())
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self._layer_shader.setUniformValue("u_max_flow_rate", self._layer_view.getMaxFlowRate())
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self._layer_shader.setUniformValue("u_min_flow_rate", self._layer_view.getMinFlowRate())
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self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
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self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
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self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
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self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
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self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
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self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
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self._layer_shader.setUniformValue("u_show_starts", self._layer_view.getShowStarts())
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else:
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#defaults
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self._layer_shader.setUniformValue("u_max_feedrate", 1)
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self._layer_shader.setUniformValue("u_min_feedrate", 0)
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self._layer_shader.setUniformValue("u_max_thickness", 1)
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self._layer_shader.setUniformValue("u_min_thickness", 0)
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self._layer_shader.setUniformValue("u_max_flow_rate", 1)
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self._layer_shader.setUniformValue("u_min_flow_rate", 0)
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self._layer_shader.setUniformValue("u_max_line_width", 1)
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self._layer_shader.setUniformValue("u_min_line_width", 0)
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self._layer_shader.setUniformValue("u_layer_view_type", 1)
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self._layer_shader.setUniformValue("u_extruder_opacity", [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]])
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self._layer_shader.setUniformValue("u_show_travel_moves", 0)
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self._layer_shader.setUniformValue("u_show_helpers", 1)
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self._layer_shader.setUniformValue("u_show_skin", 1)
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self._layer_shader.setUniformValue("u_show_infill", 1)
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self._layer_shader.setUniformValue("u_show_starts", 1)
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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if not self._nozzle_shader:
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self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
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if not self._disabled_shader:
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
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self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
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self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
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self._disabled_shader.setUniformValue("u_width", 50.0)
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self._disabled_shader.setUniformValue("u_opacity", 0.6)
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
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disabled_batch = RenderBatch(self._disabled_shader)
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head_position = None # Indicates the current position of the print head
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nozzle_node = None
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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elif isinstance(node, NozzleNode):
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nozzle_node = node
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nozzle_node.setVisible(False) # Don't set to true, we render it separately!
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elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible() and not node.callDecoration("isNonPrintingMesh"):
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disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
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elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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start = 0
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end = 0
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current_polygon_offset = 0
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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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# In the current layer, we show just the indicated paths
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if layer == self._layer_view._current_layer_num:
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# We look for the position of the head, searching the point of the current path
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index = self._layer_view._current_path_num
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offset = 0
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for polygon in layer_data.getLayer(layer).polygons:
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# The size indicates all values in the two-dimension array, and the second dimension is
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# always size 3 because we have 3D points.
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if index >= polygon.data.size // 3 - offset:
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index -= polygon.data.size // 3 - offset
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offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
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current_polygon_offset += 1
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continue
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# The head position is calculated and translated
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head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
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break
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break
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end += layer_data.getLayer(layer).vertexCount
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if layer < self._layer_view._minimum_layer_num:
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start = end
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# Calculate the range of paths in the last layer
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type_change_count = layer_data.getLayer(self._layer_view._current_layer_num).lineMeshCumulativeTypeChangeCount(max(self._layer_view._current_path_num - 1, 0))
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current_layer_start = end
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current_layer_end = current_layer_start + self._layer_view._current_path_num + current_polygon_offset + type_change_count
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# All the layers but the current selected layer are rendered first
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if self._old_current_path != self._layer_view._current_path_num:
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self._current_shader = self._layer_shadow_shader
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self._switching_layers = False
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if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
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self._current_shader = self._layer_shader
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self._switching_layers = True
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# The first line does not have a previous line: add a MoveCombingType in front for start detection
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# this way the first start of the layer can also be drawn
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prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]])
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# Remove the last element
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prev_line_types = prev_line_types[0:layer_data._attributes["line_types"]["value"].size]
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layer_data._attributes["prev_line_types"] = {'opengl_type': 'float', 'value': prev_line_types, 'opengl_name': 'a_prev_line_type'}
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layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
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layers_batch.addItem(node.getWorldTransformation(), layer_data)
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layers_batch.render(self._scene.getActiveCamera())
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# Current selected layer is rendered
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current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
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current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
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current_layer_batch.render(self._scene.getActiveCamera())
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self._old_current_layer = self._layer_view._current_layer_num
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self._old_current_path = self._layer_view._current_path_num
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
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if self._layer_view.getCurrentLayerMesh():
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batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
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if self._layer_view.getCurrentLayerJumps():
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batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
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if len(batch.items) > 0:
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batch.render(self._scene.getActiveCamera())
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# The nozzle is drawn when once we know the correct position of the head,
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# but the user is not using the layer slider, and the compatibility mode is not enabled
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if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
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if head_position is not None:
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nozzle_node.setPosition(head_position)
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nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
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nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
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nozzle_batch.render(self._scene.getActiveCamera())
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if len(disabled_batch.items) > 0:
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disabled_batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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self.release()
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def _onSceneChanged(self, changed_object: SceneNode):
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if changed_object.callDecoration("getLayerData"): # Any layer data has changed.
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self._switching_layers = True
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self._old_current_layer = 0
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self._old_current_path = 0
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