mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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63 lines
2.7 KiB
Python
63 lines
2.7 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.View.View import View
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from UM.View.Renderer import Renderer
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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.Selection import Selection
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from UM.Math.Color import Color
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## View used to display g-code paths.
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class LayerView(View):
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def __init__(self):
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super().__init__()
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self._material = None
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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renderer.setRenderSelection(False)
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if not self._material:
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self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "vertexcolor.frag"))
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self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
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self._selection_material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, "basic.vert"), Resources.getPath(Resources.ShadersLocation, "color.frag"))
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self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
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for node in DepthFirstIterator(scene.getRoot()):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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if Selection.isSelected(node):
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renderer.queueNode(node, material = self._selection_material, transparent = True)
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try:
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layer_data = node.getMeshData().layerData
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except AttributeError:
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continue
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if self._layer_percentage < 100:
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start = 0
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end_layer = round(len(layer_data.getLayers()) * (self._layer_percentage / 100))
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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end += sum(counts)
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if layer >= end_layer:
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break
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end, overlay = True)
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else:
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, overlay = True)
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def setLayer(self, value):
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self._layer_percentage = value
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def endRendering(self):
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pass
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