Cura/cura/ConvexHullNode.py
Jaime van Kessel f736e74f77 Moved setting of color for convex hull to constructor
This should result in less color changes so should make it slightly faster
CURA-3419
2017-03-16 15:08:06 +01:00

85 lines
3.2 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from UM.Application import Application
from UM.Scene.SceneNode import SceneNode
from UM.Resources import Resources
from UM.Math.Color import Color
from UM.Mesh.MeshBuilder import MeshBuilder # To create a mesh to display the convex hull with.
from UM.View.GL.OpenGL import OpenGL
class ConvexHullNode(SceneNode):
## Convex hull node is a special type of scene node that is used to display an area, to indicate the
# location an object uses on the buildplate. This area (or area's in case of one at a time printing) is
# then displayed as a transparent shadow. If the adhesion type is set to raft, the area is extruded
# to represent the raft as well.
def __init__(self, node, hull, thickness, parent = None):
super().__init__(parent)
self.setCalculateBoundingBox(False)
self._shader = None
self._original_parent = parent
# Color of the drawn convex hull
self._color = Color(*Application.getInstance().getTheme().getColor("convex_hull").getRgb())
# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
self._mesh_height = 0.1
self._thickness = thickness
# The node this mesh is "watching"
self._node = node
self._convex_hull_head_mesh = None
self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged)
self._onNodeDecoratorsChanged(self._node)
self._hull = hull
if self._hull:
hull_mesh_builder = MeshBuilder()
if hull_mesh_builder.addConvexPolygonExtrusion(
self._hull.getPoints()[::-1], # bottom layer is reversed
self._mesh_height-thickness, self._mesh_height, color=self._color):
hull_mesh = hull_mesh_builder.build()
self.setMeshData(hull_mesh)
def getHull(self):
return self._hull
def getThickness(self):
return self._thickness
def getWatchedNode(self):
return self._node
def render(self, renderer):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
self._shader.setUniformValue("u_diffuseColor", self._color)
self._shader.setUniformValue("u_opacity", 0.6)
if self.getParent():
if self.getMeshData():
renderer.queueNode(self, transparent = True, shader = self._shader, backface_cull = True, sort = -8)
if self._convex_hull_head_mesh:
renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
return True
def _onNodeDecoratorsChanged(self, node):
convex_hull_head = self._node.callDecoration("getConvexHullHead")
if convex_hull_head:
convex_hull_head_builder = MeshBuilder()
convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness)
self._convex_hull_head_mesh = convex_hull_head_builder.build()
if not node:
return