# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from typing import Optional, TYPE_CHECKING from UM.Application import Application from UM.Math.Polygon import Polygon from UM.Qt.QtApplication import QtApplication 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 if TYPE_CHECKING: from UM.Mesh.MeshData import MeshData class ConvexHullNode(SceneNode): shader = None # To prevent the shader from being re-built over and over again, only load it once. def __init__(self, node: SceneNode, hull: Optional[Polygon], thickness: float, parent: Optional[SceneNode] = None) -> None: """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. """ super().__init__(parent) self.setCalculateBoundingBox(False) self._original_parent = parent # Color of the drawn convex hull if not Application.getInstance().getIsHeadLess(): theme = QtApplication.getInstance().getTheme() if theme: self._color = Color(*theme.getColor("convex_hull").getRgb()) else: self._color = Color(0, 0, 0) else: self._color = Color(0, 0, 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 # Area of the head + fans for display as a shadow on the buildplate self._convex_hull_head_mesh = None # type: Optional[MeshData] self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged) self._onNodeDecoratorsChanged(self._node) self._hull = hull if self._hull: hull_mesh_builder = MeshBuilder() if self._thickness == 0: if hull_mesh_builder.addConvexPolygon( self._hull.getPoints()[::], # bottom layer is reversed self._mesh_height, color = self._color): hull_mesh_builder.resetNormals() hull_mesh = hull_mesh_builder.build() self.setMeshData(hull_mesh) else: 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_builder.resetNormals() 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 ConvexHullNode.shader: ConvexHullNode.shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader")) ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color) ConvexHullNode.shader.setUniformValue("u_opacity", 0.6) batch = renderer.getNamedBatch("convex_hull_node") if not batch: batch = renderer.createRenderBatch(transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8) renderer.addRenderBatch(batch, name = "convex_hull_node") batch.addItem(self.getWorldTransformation(copy = False), self.getMeshData()) if self._convex_hull_head_mesh: # The full head. Rendered as a hint to the user: If this area overlaps another object A; this object # cannot be printed after A, because the head would hit A while printing the current object renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8) return True def _onNodeDecoratorsChanged(self, node: SceneNode) -> None: convex_hull_head = self._node.callDecoration("getConvexHullHeadFull") 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()