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authorJack Ha <j.ha@ultimaker.com>2016-07-25 17:45:38 +0300
committerJack Ha <j.ha@ultimaker.com>2016-07-25 17:45:38 +0300
commitd77f6e86e4f31b18d0c5e0415ded41435c2a566a (patch)
tree8dde099dd9d18fbfef09529059098772d2ee6bc2 /cura/ConvexHullNode.py
parent2d34e2b28ef9a1e83011edcd6bcc6a556bafb08b (diff)
Added an extruded convex hull as a raft instead of a grey plane.
- New shader transparent_object.shader - Raft thickness is calculated in BuildVolume and used in ConvexHullDecorator, notified by a Signal. - Removed old grey plane from BuildVolume. - Vertex data below build plane is no longer discarded (caused convex hulls that are too small). - Uses new functions in MeshBuilder (update Uranium as well). CURA-1707
Diffstat (limited to 'cura/ConvexHullNode.py')
-rw-r--r--cura/ConvexHullNode.py49
1 files changed, 21 insertions, 28 deletions
diff --git a/cura/ConvexHullNode.py b/cura/ConvexHullNode.py
index be571d111e..53bee40a8e 100644
--- a/cura/ConvexHullNode.py
+++ b/cura/ConvexHullNode.py
@@ -4,16 +4,16 @@
from UM.Scene.SceneNode import SceneNode
from UM.Resources import Resources
from UM.Math.Color import Color
-from UM.Math.Vector import Vector
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 a 2D area, to indicate the
+ ## 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.
- def __init__(self, node, hull, parent = None):
+ # 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)
@@ -23,7 +23,7 @@ class ConvexHullNode(SceneNode):
self._original_parent = parent
# Color of the drawn convex hull
- self._color = Color(35, 35, 35, 128)
+ self._color = Color(35, 35, 35, 192)
# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
self._mesh_height = 0.1
@@ -34,11 +34,17 @@ class ConvexHullNode(SceneNode):
self._onNodeDecoratorsChanged(self._node)
self._convex_hull_head_mesh = None
- self._hull = hull
+ self._hull = hull
+ self._thickness = thickness
if self._hull:
- hull_mesh = self.createHullMesh(self._hull.getPoints())
- if hull_mesh:
+ 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)
convex_hull_head = self._node.callDecoration("getConvexHullHead")
if convex_hull_head:
@@ -47,31 +53,17 @@ class ConvexHullNode(SceneNode):
def getHull(self):
return self._hull
- ## Actually create the mesh from the hullpoints
- # /param hull_points list of xy values
- # /return meshData
- def createHullMesh(self, hull_points):
- # Input checking.
- if len(hull_points) < 3:
- return None
-
- mesh_builder = MeshBuilder()
- point_first = Vector(hull_points[0][0], self._mesh_height, hull_points[0][1])
- point_previous = Vector(hull_points[1][0], self._mesh_height, hull_points[1][1])
- for point in hull_points[2:]: # Add the faces in the order of a triangle fan.
- point_new = Vector(point[0], self._mesh_height, point[1])
- mesh_builder.addFace(point_first, point_previous, point_new, color = self._color)
- point_previous = point_new # Prepare point_previous for the next triangle.
-
- return mesh_builder.build()
+ 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, "default.shader"))
- self._shader.setUniformValue("u_color", self._color)
+ 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():
@@ -85,4 +77,5 @@ class ConvexHullNode(SceneNode):
self._color = Color(35, 35, 35, 0.5)
if not node:
- return \ No newline at end of file
+ return
+