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# 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.
## 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: SceneNode, hull: Optional[Polygon], thickness: float, parent: Optional[SceneNode] = None) -> None:
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 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 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)
if self.getParent():
if self.getMeshData() and isinstance(self._node, SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getMultiBuildPlateModel().activeBuildPlate:
# The object itself (+ adhesion in one-at-a-time mode)
renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
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()
if not node:
return
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