chiark / gitweb /
Make GCode reader store paths per layer
[cura.git] / Cura / gui / preview3d.py
index 311d49a17cdb2a83a5a663ed0454565a6e442438..4aa6792c0eb1e851fa347cbbec0c086b0bc77bff 100644 (file)
@@ -259,7 +259,7 @@ class previewPanel(wx.Panel):
        def updateToolbar(self):\r
                self.layerSpin.Show(self.gcode != None)\r
                if self.gcode != None:\r
-                       self.layerSpin.SetRange(1, self.gcode.layerCount)\r
+                       self.layerSpin.SetRange(1, len(self.gcode.layerList))\r
                self.toolbar.Realize()\r
        \r
        def OnViewChange(self, e):\r
@@ -442,77 +442,73 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
                                lineWidth = float(profile.getProfileSetting('nozzle_size')) / 2\r
                                \r
                                curLayerNum = 0\r
-                               for path in self.parent.gcode.pathList:\r
-                                       if path.layerNr != curLayerNum:\r
-                                               prevLayerZ = curLayerZ\r
-                                               curLayerZ = path.list[1].z\r
-                                               curLayerNum = path.layerNr\r
-                                               layerThickness = curLayerZ - prevLayerZ\r
-                                       \r
-                                       c = 1.0\r
-                                       if path.layerNr != self.parent.layerSpin.GetValue():\r
-                                               if path.layerNr < self.parent.layerSpin.GetValue():\r
-                                                       c = 0.9 - (self.parent.layerSpin.GetValue() - path.layerNr) * 0.1\r
-                                                       if c < 0.4:\r
-                                                               c = 0.4\r
-                                               else:\r
-                                                       break\r
-                                       if path.type == 'move':\r
-                                               glColor3f(0,0,c)\r
-                                       if path.type == 'extrude':\r
-                                               if path.pathType == 'FILL':\r
-                                                       glColor3f(c/2,c/2,0)\r
-                                               elif path.pathType == 'WALL-INNER':\r
-                                                       glColor3f(0,c,0)\r
-                                               else:\r
-                                                       glColor3f(c,0,0)\r
-                                       if path.type == 'retract':\r
-                                               glColor3f(0,c,c)\r
-                                       if c > 0.4 and path.type == 'extrude':\r
-                                               for i in xrange(0, len(path.list)-1):\r
-                                                       v0 = path.list[i]\r
-                                                       v1 = path.list[i+1]\r
-\r
-                                                       # Calculate line width from ePerDistance (needs layer thickness and filament diameter)\r
-                                                       dist = (v0 - v1).vsize()\r
-                                                       if dist > 0 and layerThickness > 0:\r
-                                                               extrusionMMperDist = (v1.e - v0.e) / (v0 - v1).vsize()\r
-                                                               lineWidth = extrusionMMperDist * filamentArea / layerThickness / 2\r
-\r
-                                                       normal = (v0 - v1).cross(util3d.Vector3(0,0,1))\r
-                                                       normal.normalize()\r
-                                                       v2 = v0 + normal * lineWidth\r
-                                                       v3 = v1 + normal * lineWidth\r
-                                                       v0 = v0 - normal * lineWidth\r
-                                                       v1 = v1 - normal * lineWidth\r
-\r
-                                                       glBegin(GL_QUADS)\r
-                                                       if path.pathType == 'FILL':     #Remove depth buffer fighting on infill/wall overlap\r
-                                                               glVertex3f(v0.x, v0.y, v0.z - 0.02)\r
-                                                               glVertex3f(v1.x, v1.y, v1.z - 0.02)\r
-                                                               glVertex3f(v3.x, v3.y, v3.z - 0.02)\r
-                                                               glVertex3f(v2.x, v2.y, v2.z - 0.02)\r
+                               for layer in self.parent.gcode.layerList:\r
+                                       for path in layer:\r
+                                               c = 1.0\r
+                                               if curLayerNum != self.parent.layerSpin.GetValue():\r
+                                                       if curLayerNum < self.parent.layerSpin.GetValue():\r
+                                                               c = 0.9 - (self.parent.layerSpin.GetValue() - curLayerNum) * 0.1\r
+                                                               if c < 0.4:\r
+                                                                       c = 0.4\r
                                                        else:\r
-                                                               glVertex3f(v0.x, v0.y, v0.z - 0.01)\r
-                                                               glVertex3f(v1.x, v1.y, v1.z - 0.01)\r
-                                                               glVertex3f(v3.x, v3.y, v3.z - 0.01)\r
-                                                               glVertex3f(v2.x, v2.y, v2.z - 0.01)\r
-                                                       glEnd()\r
+                                                               break\r
+                                               if path.type == 'move':\r
+                                                       glColor3f(0,0,c)\r
+                                               if path.type == 'extrude':\r
+                                                       if path.pathType == 'FILL':\r
+                                                               glColor3f(c/2,c/2,0)\r
+                                                       elif path.pathType == 'WALL-INNER':\r
+                                                               glColor3f(0,c,0)\r
+                                                       else:\r
+                                                               glColor3f(c,0,0)\r
+                                               if path.type == 'retract':\r
+                                                       glColor3f(0,c,c)\r
+                                               if c > 0.4 and path.type == 'extrude':\r
+                                                       for i in xrange(0, len(path.list)-1):\r
+                                                               v0 = path.list[i]\r
+                                                               v1 = path.list[i+1]\r
+\r
+                                                               # Calculate line width from ePerDistance (needs layer thickness and filament diameter)\r
+                                                               dist = (v0 - v1).vsize()\r
+                                                               if dist > 0 and layerThickness > 0:\r
+                                                                       extrusionMMperDist = (v1.e - v0.e) / (v0 - v1).vsize()\r
+                                                                       lineWidth = extrusionMMperDist * filamentArea / layerThickness / 2\r
+\r
+                                                               normal = (v0 - v1).cross(util3d.Vector3(0,0,1))\r
+                                                               normal.normalize()\r
+                                                               v2 = v0 + normal * lineWidth\r
+                                                               v3 = v1 + normal * lineWidth\r
+                                                               v0 = v0 - normal * lineWidth\r
+                                                               v1 = v1 - normal * lineWidth\r
+\r
+                                                               glBegin(GL_QUADS)\r
+                                                               if path.pathType == 'FILL':     #Remove depth buffer fighting on infill/wall overlap\r
+                                                                       glVertex3f(v0.x, v0.y, v0.z - 0.02)\r
+                                                                       glVertex3f(v1.x, v1.y, v1.z - 0.02)\r
+                                                                       glVertex3f(v3.x, v3.y, v3.z - 0.02)\r
+                                                                       glVertex3f(v2.x, v2.y, v2.z - 0.02)\r
+                                                               else:\r
+                                                                       glVertex3f(v0.x, v0.y, v0.z - 0.01)\r
+                                                                       glVertex3f(v1.x, v1.y, v1.z - 0.01)\r
+                                                                       glVertex3f(v3.x, v3.y, v3.z - 0.01)\r
+                                                                       glVertex3f(v2.x, v2.y, v2.z - 0.01)\r
+                                                               glEnd()\r
                                                \r
-                                               #for v in path['list']:\r
-                                               #       glBegin(GL_TRIANGLE_FAN)\r
-                                               #       glVertex3f(v.x, v.y, v.z - 0.001)\r
-                                               #       for i in xrange(0, 16+1):\r
-                                               #               if path['pathType'] == 'FILL':  #Remove depth buffer fighting on infill/wall overlap\r
-                                               #                       glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.02)\r
-                                               #               else:\r
-                                               #                       glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.01)\r
-                                               #       glEnd()\r
-                                       else:\r
-                                               glBegin(GL_LINE_STRIP)\r
-                                               for v in path.list:\r
-                                                       glVertex3f(v.x, v.y, v.z)\r
-                                               glEnd()\r
+                                                       #for v in path['list']:\r
+                                                       #       glBegin(GL_TRIANGLE_FAN)\r
+                                                       #       glVertex3f(v.x, v.y, v.z - 0.001)\r
+                                                       #       for i in xrange(0, 16+1):\r
+                                                       #               if path['pathType'] == 'FILL':  #Remove depth buffer fighting on infill/wall overlap\r
+                                                       #                       glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.02)\r
+                                                       #               else:\r
+                                                       #                       glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.01)\r
+                                                       #       glEnd()\r
+                                               else:\r
+                                                       glBegin(GL_LINE_STRIP)\r
+                                                       for v in path.list:\r
+                                                               glVertex3f(v.x, v.y, v.z)\r
+                                                       glEnd()\r
+                                       curLayerNum += 1\r
                                glEndList()\r
                        if self.viewMode == "GCode" or self.viewMode == "Mixed":\r
                                glCallList(self.gcodeDisplayList)\r