# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. 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(0.4, 0.4, 0.4, 1.0) # 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): self._color = Color(35, 35, 35, 0.5) 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