Cura/plugins/LayerView/LayerView.py
Arjen Hiemstra 8c12426760 Merge branch '15.06'
* 15.06:
  Add a background to the tool additional controls
  Rescale the current layer number based on the maximum layer
  Add a text field style that can be used for generic text fields
  Implemented feature described by #30
  Handle finished signal for the ReadMeshJob started from command line args
  Updated name in menu for firmware update
  Added exception handling to listen thread join
  Render a transparent ghost of the selection when things are selected.
  Fix for #29
2015-06-08 16:41:46 +02:00

124 lines
5.0 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 . 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
def getCurrentLayer(self):
return self._current_layer_num
def _onSceneChanged(self, node):
self.calculateMaxLayers()
def getMaxLayers(self):
return self._max_layers
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()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
if Selection.isSelected(node):
renderer.queueNode(node, material = self._selection_material, transparent = True)
try:
layer_data = node.getMeshData().layerData
except AttributeError:
continue
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
end += sum(counts)
## Hack to ensure the end is correct. Not quite sure what causes this
end += 2 * len(counts)
if layer >= self._current_layer_num:
break
renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
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.currentLayerNumChanged.emit()
currentLayerNumChanged = Signal()
def calculateMaxLayers(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if renderer and self._material:
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():
try:
layer_data = node.getMeshData().layerData
except AttributeError:
continue
if new_max_layers < len(layer_data.getLayers()):
new_max_layers = len(layer_data.getLayers())
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
self._max_layers = new_max_layers
self.maxLayersChanged.emit()
# This makes sure we update the current layer
self.setLayer(int(self._max_layers * (self._current_layer_num / self._old_max_layers)))
maxLayersChanged = 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)