def _onSelectedFaceChanged(self): self._handle.setEnabled(not Selection.getFaceSelectMode()) selected_face = Selection.getSelectedFace() if not Selection.getSelectedFace() or not (Selection.hasSelection() and Selection.getFaceSelectMode()): return original_node, face_id = selected_face meshdata = original_node.getMeshDataTransformed() if not meshdata or face_id < 0: return rotation_point, face_normal = meshdata.getFacePlane(face_id) rotation_point_vector = Vector(rotation_point[0], rotation_point[1], rotation_point[2]) face_normal_vector = Vector(face_normal[0], face_normal[1], face_normal[2]) rotation_quaternion = Quaternion.rotationTo(face_normal_vector.normalized(), Vector(0.0, -1.0, 0.0)) operation = GroupedOperation() current_node = None # type: Optional[SceneNode] for node in Selection.getAllSelectedObjects(): current_node = node parent_node = current_node.getParent() while parent_node and parent_node.callDecoration("isGroup"): current_node = parent_node parent_node = current_node.getParent() if current_node is None: return rotate_operation = RotateOperation(current_node, rotation_quaternion, rotation_point_vector) operation.addOperation(rotate_operation) operation.push()
def _onSelectedFaceChanged(self): if not self._select_face_mode: return self._handle.setEnabled(not Selection.getFaceSelectMode()) selected_face = Selection.getSelectedFace() if not Selection.getSelectedFace() or not ( Selection.hasSelection() and Selection.getFaceSelectMode()): return original_node, face_id = selected_face meshdata = original_node.getMeshDataTransformed() if not meshdata or face_id < 0: return if face_id > (meshdata.getVertexCount() / 3 if not meshdata.hasIndices() else meshdata.getFaceCount()): return face_mid, face_normal = meshdata.getFacePlane(face_id) object_mid = original_node.getBoundingBox().center rotation_point_vector = Vector(object_mid.x, object_mid.y, face_mid[2]) face_normal_vector = Vector(face_normal[0], face_normal[1], face_normal[2]) rotation_quaternion = Quaternion.rotationTo( face_normal_vector.normalized(), Vector(0.0, -1.0, 0.0)) operation = GroupedOperation() current_node = None # type: Optional[SceneNode] for node in Selection.getAllSelectedObjects(): current_node = node parent_node = current_node.getParent() while parent_node and parent_node.callDecoration("isGroup"): current_node = parent_node parent_node = current_node.getParent() if current_node is None: return rotate_operation = RotateOperation(current_node, rotation_quaternion, rotation_point_vector) gravity_operation = GravityOperation(current_node) operation.addOperation(rotate_operation) operation.addOperation(gravity_operation) operation.push()
def bottomFaceSelection(self) -> None: selected_face = Selection.getSelectedFace() if not selected_face: Logger.log( "e", "Bottom face operation shouldn't have been called without a selected face." ) return original_node, face_id = selected_face meshdata = original_node.getMeshDataTransformed() if not meshdata or face_id < 0 or face_id > Selection.getMaxFaceSelectionId( ): return rotation_point, face_normal = meshdata.getFacePlane(face_id) rotation_point_vector = Vector(rotation_point[0], rotation_point[1], rotation_point[2]) face_normal_vector = Vector(face_normal[0], face_normal[1], face_normal[2]) rotation_quaternion = Quaternion.rotationTo( face_normal_vector.normalized(), Vector(0.0, -1.0, 0.0)) operation = GroupedOperation() current_node = None # type: Optional[SceneNode] for node in Selection.getAllSelectedObjects(): current_node = node parent_node = current_node.getParent() while parent_node and parent_node.callDecoration("isGroup"): current_node = parent_node parent_node = current_node.getParent() if current_node is None: return rotate_operation = RotateOperation(current_node, rotation_quaternion, rotation_point_vector) operation.addOperation(rotate_operation) operation.push()
def render(self): if not self._layer_shader: if self._compatibility_mode: shader_filename = "layers.shader" shadow_shader_filename = "layers_shadow.shader" else: shader_filename = "layers3d.shader" shadow_shader_filename = "layers3d_shadow.shader" self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename)) self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename)) self._current_shader = self._layer_shader # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers) self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex))) if self._layer_view: self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate()) self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate()) self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness()) self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness()) self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType()) self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities()) self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves()) self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers()) self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin()) self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill()) else: #defaults self._layer_shader.setUniformValue("u_max_feedrate", 1) self._layer_shader.setUniformValue("u_min_feedrate", 0) self._layer_shader.setUniformValue("u_max_thickness", 1) self._layer_shader.setUniformValue("u_min_thickness", 0) self._layer_shader.setUniformValue("u_layer_view_type", 1) self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1]) self._layer_shader.setUniformValue("u_show_travel_moves", 0) self._layer_shader.setUniformValue("u_show_helpers", 1) self._layer_shader.setUniformValue("u_show_skin", 1) self._layer_shader.setUniformValue("u_show_infill", 1) if not self._tool_handle_shader: self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader")) if not self._nozzle_shader: self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb())) self.bind() tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True) active_build_plate = Application.getInstance().getMultiBuildPlateModel().activeBuildPlate head_position = None # Indicates the current position of the print head head_rotation = None#Quaternion(z=1.0) nozzle_node = None for node in DepthFirstIterator(self._scene.getRoot()): if isinstance(node, ToolHandle): tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh()) elif isinstance(node, NozzleNode): nozzle_node = node nozzle_node.setVisible(False) elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible(): layer_data = node.callDecoration("getLayerData") if not layer_data: continue # Render all layers below a certain number as line mesh instead of vertices. if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())): start = 0 end = 0 element_counts = layer_data.getElementCounts() for layer in sorted(element_counts.keys()): # In the current layer, we show just the indicated paths if layer == self._layer_view._current_layer_num: # We look for the position of the head, searching the point of the current path index = self._layer_view._current_path_num offset = 0 for polygon in layer_data.getLayer(layer).polygons: # The size indicates all values in the two-dimension array, and the second dimension is # always size 3 because we have 3D points. if index >= polygon.data.size // 6 - offset: index -= polygon.data.size // 6 - offset offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon continue # The head position is calculated and translated head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition() if len(polygon.data[index+offset]) > 3: head_rotation = Quaternion.rotationTo(Vector(0,1,0), Vector(polygon.data[index+offset][3], polygon.data[index+offset][4], polygon.data[index+offset][5])) else: head_rotation = Quaternion(y=-1) break break if self._layer_view._minimum_layer_num > layer: start += element_counts[layer] end += element_counts[layer] # Calculate the range of paths in the last layer current_layer_start = end current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice # This uses glDrawRangeElements internally to only draw a certain range of lines. # All the layers but the current selected layer are rendered first if self._old_current_path != self._layer_view._current_path_num: self._current_shader = self._layer_shadow_shader self._switching_layers = False if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num: self._current_shader = self._layer_shader self._switching_layers = True layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True) layers_batch.addItem(node.getWorldTransformation(), layer_data) layers_batch.render(self._scene.getActiveCamera()) # Current selected layer is rendered current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end)) current_layer_batch.addItem(node.getWorldTransformation(), layer_data) current_layer_batch.render(self._scene.getActiveCamera()) self._old_current_layer = self._layer_view._current_layer_num self._old_current_path = self._layer_view._current_path_num # Create a new batch that is not range-limited batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid) if self._layer_view.getCurrentLayerMesh(): batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh()) if self._layer_view.getCurrentLayerJumps(): batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps()) if len(batch.items) > 0: batch.render(self._scene.getActiveCamera()) # The nozzle is drawn when once we know the correct position of the head, # but the user is not using the layer slider, and the compatibility mode is not enabled if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None: if head_position is not None: nozzle_node.setVisible(True) if head_rotation is not None: nozzle_node.setOrientation(head_rotation, SceneNode.TransformSpace.Local) nozzle_node.setPosition(head_position) nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent) nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData()) nozzle_batch.render(self._scene.getActiveCamera()) # Render toolhandles on top of the layerview if len(tool_handle_batch.items) > 0: tool_handle_batch.render(self._scene.getActiveCamera()) self.release()