self.gcodeDisplayList = glGenLists(len(self.parent.gcode.layerList));\r
self.gcodeDisplayListCount = len(self.parent.gcode.layerList)\r
self.parent.gcodeDirty = False\r
- prevLayerZ = 0.0\r
- curLayerZ = 0.0\r
- \r
- layerThickness = 0.0\r
- filamentRadius = profile.getProfileSettingFloat('filament_diameter') / 2\r
- filamentArea = math.pi * filamentRadius * filamentRadius\r
- lineWidth = profile.getProfileSettingFloat('nozzle_size') / 2 / 10\r
\r
curLayerNum = 0\r
for layer in self.parent.gcode.layerList:\r
glNewList(self.gcodeDisplayList + curLayerNum, GL_COMPILE)\r
- glDisable(GL_CULL_FACE)\r
- curLayerZ = layer[0].list[1].z\r
- layerThickness = curLayerZ - prevLayerZ\r
- prevLayerZ = layer[-1].list[-1].z\r
- for path in layer:\r
- if path.type == 'move':\r
- glColor3f(0,0,1)\r
- if path.type == 'extrude':\r
- if path.pathType == 'FILL':\r
- glColor3f(0.5,0.5,0)\r
- elif path.pathType == 'WALL-INNER':\r
- glColor3f(0,1,0)\r
- elif path.pathType == 'SUPPORT':\r
- glColor3f(0,1,1)\r
- elif path.pathType == 'SKIRT':\r
- glColor3f(0,0.5,0.5)\r
- else:\r
- glColor3f(1,0,0)\r
- if path.type == 'retract':\r
- glColor3f(0,1,1)\r
- if 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) / dist\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
- curLayerNum += 1\r
- glEnable(GL_CULL_FACE)\r
+ opengl.DrawGCodeLayer(layer)\r
glEndList()\r
+ curLayerNum += 1\r
\r
if self.parent.gcode != None and (self.viewMode == "GCode" or self.viewMode == "Mixed"):\r
glEnable(GL_COLOR_MATERIAL)\r