1 from __future__ import absolute_import
8 OpenGL.ERROR_CHECKING = False
9 from OpenGL.GLU import *
10 from OpenGL.GL import *
12 from Cura.util import profile
13 from Cura.util import meshLoader
14 from Cura.gui.util import opengl
15 from Cura.gui.util import openglGui
18 def __init__(self, start, end, runTime):
19 self._start = start.copy()
20 self._end = end.copy()
21 self._startTime = time.time()
22 self._runTime = runTime
25 return time.time() > self._startTime + self._runTime
27 def getPosition(self):
30 f = (time.time() - self._startTime) / self._runTime
33 f = 6*tc*ts + -15*ts*ts + 10*tc
34 return self._start + (self._end - self._start) * f
36 class SceneView(openglGui.glGuiPanel):
37 def __init__(self, parent):
38 super(SceneView, self).__init__(parent)
44 self._objectShader = None
46 self._selectedObj = None
47 self._objColors = [None,None,None,None]
50 self._viewTarget = numpy.array([0,0,0], numpy.float32);
52 wx.EVT_IDLE(self, self.OnIdle)
53 self.updateProfileToControls()
56 if self._animView is not None:
59 def loadScene(self, fileList):
60 for filename in fileList:
61 for obj in meshLoader.loadMeshes(filename):
62 self._objectList.append(obj)
64 def _deleteObject(self, obj):
65 if obj == self._selectedObj:
66 self._selectedObj = None
67 if obj == self._focusObj:
69 self._objectList.remove(obj)
70 for m in obj._meshList:
72 self.glReleaseList.append(m.vbo)
74 def updateProfileToControls(self):
75 self._machineSize = numpy.array([profile.getPreferenceFloat('machine_width'), profile.getPreferenceFloat('machine_depth'), profile.getPreferenceFloat('machine_height')])
76 self._objColors[0] = profile.getPreferenceColour('model_colour')
77 self._objColors[1] = profile.getPreferenceColour('model_colour2')
78 self._objColors[2] = profile.getPreferenceColour('model_colour3')
79 self._objColors[3] = profile.getPreferenceColour('model_colour4')
81 def OnKeyChar(self, keyCode):
82 if keyCode == wx.WXK_DELETE or keyCode == wx.WXK_NUMPAD_DELETE:
83 if self._selectedObj is not None:
84 self._deleteObject(self._selectedObj)
87 def OnMouseDown(self,e):
88 self._mouseX = e.GetX()
89 self._mouseY = e.GetY()
90 if self._focusObj is not None:
91 self._selectedObj = self._focusObj
92 newViewPos = (self._selectedObj.getMaximum() + self._selectedObj.getMinimum()) / 2
93 self._animView = anim(self._viewTarget, newViewPos, 0.5)
95 def OnMouseMotion(self,e):
96 if e.Dragging() and e.LeftIsDown():
97 self._yaw += e.GetX() - self._mouseX
98 self._pitch -= e.GetY() - self._mouseY
103 if e.Dragging() and e.RightIsDown():
104 self._zoom += e.GetY() - self._mouseY
107 if self._zoom > numpy.max(self._machineSize) * 3:
108 self._zoom = numpy.max(self._machineSize) * 3
109 self._mouseX = e.GetX()
110 self._mouseY = e.GetY()
112 def _init3DView(self):
113 # set viewing projection
114 size = self.GetSize()
115 glViewport(0, 0, size.GetWidth(), size.GetHeight())
118 glLightfv(GL_LIGHT0, GL_POSITION, [0.2, 0.2, 1.0, 0.0])
120 glDisable(GL_RESCALE_NORMAL)
121 glDisable(GL_LIGHTING)
123 glEnable(GL_DEPTH_TEST)
124 glDisable(GL_CULL_FACE)
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
128 glClearColor(0.8, 0.8, 0.8, 1.0)
132 glMatrixMode(GL_PROJECTION)
134 aspect = float(size.GetWidth()) / float(size.GetHeight())
135 gluPerspective(45.0, aspect, 1.0, 1000.0)
137 glMatrixMode(GL_MODELVIEW)
139 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
142 if self._animView is not None:
143 self._viewTarget = self._animView.getPosition()
144 if self._animView.isDone():
145 self._animView = None
146 if self._objectShader is None:
147 self._objectShader = opengl.GLShader("""
148 uniform float cameraDistance;
149 varying float light_amount;
153 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
154 gl_FrontColor = gl_Color;
156 light_amount = abs(dot(normalize(gl_NormalMatrix * gl_Normal), normalize(gl_LightSource[0].position.xyz)));
157 light_amount *= 1 - (length(gl_Position.xyz - vec3(0,0,cameraDistance)) / 1.5 / cameraDistance);
161 uniform float cameraDistance;
162 varying float light_amount;
166 gl_FragColor = vec4(gl_Color.xyz * light_amount, gl_Color[3]);
170 glTranslate(0,0,-self._zoom)
171 glRotate(-self._pitch, 1,0,0)
172 glRotate(self._yaw, 0,0,1)
173 glTranslate(-self._viewTarget[0],-self._viewTarget[1],-self._viewTarget[2])
174 glClearColor(1,1,1,1)
175 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
177 for n in xrange(0, len(self._objectList)):
178 obj = self._objectList[n]
179 glColor4ub((n >> 24) & 0xFF, (n >> 16) & 0xFF, (n >> 8) & 0xFF, n & 0xFF)
180 self._renderObject(obj)
182 if self._mouseX > -1:
183 n = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8)[0][0]
184 if n < len(self._objectList):
185 self._focusObj = self._objectList[n]
187 self._focusObj = None
190 glTranslate(0,0,-self._zoom)
191 glRotate(-self._pitch, 1,0,0)
192 glRotate(self._yaw, 0,0,1)
193 glTranslate(-self._viewTarget[0],-self._viewTarget[1],-self._viewTarget[2])
195 self._objectShader.bind()
196 self._objectShader.setUniform('cameraDistance', self._zoom)
197 for obj in self._objectList:
198 col = self._objColors[0]
199 if self._selectedObj == obj:
200 col = map(lambda n: n * 1.5, col)
201 elif self._focusObj == obj:
202 col = map(lambda n: n * 1.2, col)
203 elif self._focusObj is not None or self._selectedObj is not None:
204 col = map(lambda n: n * 0.8, col)
205 glColor4f(col[0], col[1], col[2], col[3])
206 self._renderObject(obj)
207 self._objectShader.unbind()
211 def _renderObject(self, obj):
213 offset = obj.getDrawOffset()
214 glTranslate(-offset[0], -offset[1], -offset[2])
215 for m in obj._meshList:
217 m.vbo = opengl.GLVBO(m.vertexes, m.normal)
221 def _drawMachine(self):
222 size = [profile.getPreferenceFloat('machine_width'), profile.getPreferenceFloat('machine_depth'), profile.getPreferenceFloat('machine_height')]
223 v0 = [ size[0] / 2, size[1] / 2, size[2]]
224 v1 = [ size[0] / 2,-size[1] / 2, size[2]]
225 v2 = [-size[0] / 2, size[1] / 2, size[2]]
226 v3 = [-size[0] / 2,-size[1] / 2, size[2]]
227 v4 = [ size[0] / 2, size[1] / 2, 0]
228 v5 = [ size[0] / 2,-size[1] / 2, 0]
229 v6 = [-size[0] / 2, size[1] / 2, 0]
230 v7 = [-size[0] / 2,-size[1] / 2, 0]
232 vList = [v0,v1,v3,v2, v1,v0,v4,v5, v2,v3,v7,v6, v0,v2,v6,v4, v3,v1,v5,v7]
233 glEnable(GL_CULL_FACE)
235 glEnableClientState(GL_VERTEX_ARRAY)
236 glVertexPointer(3, GL_FLOAT, 3*4, vList)
238 glColor4ub(5, 171, 231, 64)
239 glDrawArrays(GL_QUADS, 0, 4)
240 glColor4ub(5, 171, 231, 96)
241 glDrawArrays(GL_QUADS, 4, 8)
242 glColor4ub(5, 171, 231, 128)
243 glDrawArrays(GL_QUADS, 12, 8)
245 sx = self._machineSize[0]
246 sy = self._machineSize[1]
247 for x in xrange(-int(sx/20)-1, int(sx / 20) + 1):
248 for y in xrange(-int(sx/20)-1, int(sy / 20) + 1):
253 x1 = max(min(x1, sx/2), -sx/2)
254 y1 = max(min(y1, sy/2), -sy/2)
255 x2 = max(min(x2, sx/2), -sx/2)
256 y2 = max(min(y2, sy/2), -sy/2)
257 if (x & 1) == (y & 1):
258 glColor4ub(5, 171, 231, 127)
260 glColor4ub(5 * 8 / 10, 171 * 8 / 10, 231 * 8 / 10, 128)
262 glVertex3f(x1, y1, -0.02)
263 glVertex3f(x2, y1, -0.02)
264 glVertex3f(x2, y2, -0.02)
265 glVertex3f(x1, y2, -0.02)
268 glDisableClientState(GL_VERTEX_ARRAY)
270 glDisable(GL_CULL_FACE)